Hemomancer

by Phil

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Hemomancer

Class Features

As a Mystic, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Hemomancer level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Hemomancer level after 1st

Proficiencies


  • Armor: none
  • Weapons: daggers, darts, slings, quarterstaffs, light crossbows

  • Saving Throws: Constitution and Intelligence
  • Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, Nature, Perception and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a quarterstaff or (b) a dagger
  • (a) a Explorer's Pack or (b) a Scholar's Pack
  • (a) 5 darts or (b) a light crossbow and a case of 20 bolts

Alternatively, you may start with 4d4 x 10 gp to buy your own Equipment.

Mystic
Level Proficiency Bonus Features Cantrips Known Hemmorrhage Dice Size Hemmorrhage Dice Max Power Points Power Limit
1st +2 Bloodline, Blood Magic, Hemorrhage Dice, Hemorrhage Ritual 4 d4 1 4 2
2nd +2 Power of Blood 4 d4 2 6 2
3rd +2 4 d6 2 14 3
4th +2 Ability Score Improvement 5 d6 3 17 3
5th +3 5 d8 3 27 5
6th +3 Bloodline Feature 5 d8 4 32 5
7th +3 5 d10 4 38 6
8th +3 Ability Score Improvement 5 d10 5 44 6
9th +4 5 d12 5 57 7
10th +4 Improved Hemorrhage Ritual 6 d12 6 64 7
11th +4 Superior Blood Magic (6th Level) 6 d12 6 64 7
12th +4 Ability Score Improvement 6 d12 6 64 7
13th +5 Superior Blood Magic (7th Level) 6 d12 6 64 7
14th +5 Bloodline Feature 6 d12 6 64 7
15th +5 Superior Blood Magic (8th Level) 6 d12 6 64 7
16th +5 Ability Score Improvement 6 d12 6 64 7
17th +6 Superior Blood Magic (9th Level), Regenerative Power 6 d12 6 64 7
18th +6 Bloodline Feature 6 d12 6 64 7
19th +6 Ability Score Improvement 6 d12 6 64 7
20th +6 Ritual of Blood and Magic 6 d12 6 64 7

Bloodlines

Choose a Bloodline, which describes the source of your innate magical power, such as Fey's Blood.

Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

Blood Magic

The blood of your ancestors infuses you with Arcane Magic. This font of magic, whatever its origin, fuels your Spells. See chapter 10 in the Player’s Handbook for the general rules of spellcasting and the end of this pdf for the hemomancer spell list.

 

Cantrips

At 1st level, you know four Cantrips of your choice from the hemomancer spell list. You learn an additional hemomancer cantrip of your choice at 4th level and another at 10th level.

Spellbook

At 1st level, you have a Spellbook containing six 1st-level hemomancer Spells of your choice. Your Spellbook is the repository of the hemomancer Spells you know, except your Cantrips, which are fixed in your mind. You gain access to higher level spells at certain levels. You may learn and cast 2nd level spells beginning at 3rd level, 3rd level spells beginning at 5th level, 4th level spells beginning at 7th level and 5th level spells beginning at 9th level.

Power Points

The Hemomancer table shows the max number of Power Points you may have at any time to cast your Spells of 1st level and higher. To cast one of these hemomancer Spells, you must expend power points based on the table below. You do not regain power points after you finish a rest, instead you gain them from the use of hemorrhage dice as explained in the “Hemorrhage Dice” section.

If a spell allows you to cast it at a higher level for more of an effect you may spend the amount of power points for the level you wish to cast the spell at.

Spell Level Power Points
1st 2
2nd 3
3th 5
4th 6
5th 7

Preparing Spells

You prepare the list of hemomancer Spells that are available for you to cast. To do so, choose a number of hemomancer Spells from your Spellbook equal to your Intelligence modifier + your hemomancer level (minimum of one spell). The Spells must be of a level for which you can cast.

For example, if you're a 3rd-level hemomancer, with an Intelligence of 16, your list of prepared Spells can include six Spells of 1st or 2nd level, in any combination, chosen from your Spellbook. If you prepare the 1st-level spell Magic Missile, you can cast it using 2 or 3 power points. Casting the spell doesn't remove it from your list of prepared Spells.

You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of hemomancer Spells requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.

Spellcasting Ability

Constitution is your spellcasting ability for your hemomancer Spells, since the power of your magic comes from you blood and the strength of your body. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when Setting the saving throw DC for a hemomancer spell you cast and when Making an Attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Constitution modifier

Spell attack modifier = your proficiency bonus +

your Constitution modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your hemomancer Spells.

 

Learning Spells of 1st Level and Higher

Each time you gain a hemomancer level, you can add two hemomancer Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you can cast. On your adventures, you might find other Spells that you can add to your Spellbook (see “Your Spellbook”).

Hemorrhage

You use magic differently than other casters. Since your magic is trapped inside of your blood the only way to use it is to spill that blood. To do this you use a technique known as Hemorrhage. The Hemomancer table shows how many hemorrhage dice you have and their size. These dice represent how often you can harness your bloods magic and convert it into magical power known as power points. You gain two ways to convert your blood into power: Bloodletting and Spilt Blood, some Bloodlines may give more.

Bloodletting. As a bonus action you may expend a Hemorrhage dice. You take damage equal to the dice roll and gain power points equal to the damage you take.

Spilt Blood. When you take damage from an enemy that is greater than the max roll of your hemorrhage dice, you may expend a hemorrhage dice to gain back a number of power points equal to what you roll.

Hemorrhage Ritual

After completing a long rest, you begin a ritual to access the power within yourself. This ritual takes 1 hour and at the end of the ritual you lose 1 maximum health per hemomancer level and gain a number of power points equal to half of your power point maximum (rounded up).

Empowered Hemorrhage

Beginning at 2nd level, when you use a hemorrhage dice to gain power points you add your Constitution modifier to the amount gained.

Infused With Blood

Starting at 2nd level, you can infuse your cantrips with the power of blood magic. When you hit an enemy with a hemomancer cantrip you may add your Constitution modifier to the damage roll.

If the cantrip has you make more than one attack you may still only add your Constitution modifier to the damage of that cantrip once.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Improved Hemorrhage Ritual

Starting at 10th level, you have become more in tune with the power inside of your veins. After completing your hemorrhage ritual you no longer lose maximum or current hit points.

Superior Blood Magic

At 11th level, you have become more attuned to the natural magic in your blood and how to use your blood to manifest even more powerful effects. Choose one 6th-level spell from the hemomancer spell list, you learn this spell and can cast this spell once without expending power points. You must finish a Long Rest before you can do so again.

At higher levels, you learn more hemomancer Spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of this ability when you finish a Long Rest.

Regenerative Power

Starting at 17th level, you regain 4 power points whenever you finish a Short Rest.

Ritual of Blood and Magic

At 20th level, you can cast a blood ritual that calls on your inner reserves of magical power. You can spend 1 minute channeling magic, as blood seeps from your skin. After the ritual is completed, you can choose to lose a number of hit points. For every 2 hit point you lose, you gain a power point. Once you do this ritual, you must finish a Long Rest before you can do so again.

Bloodlines

Celestial's Blood

The blood of a celestial flows through your veins from a distant ancestor. Most hemomancers with this bloodline are descendants of a long line of clerics or their family was long ago blessed by a very powerful celestial.

Celestial Bloodline Spells

Your Celestial blood gives you access to spells that would normally be out of your reach. These spells are always prepared and do not count against your prepared spells.

Hemomancer
Level
Spells
1st Bless, Cure Wounds
3rd Lesser Restoration, Prayer of Healing
5th Mass Healing Word, Revivify
7th Death Ward, Guardian of Faith
9th Mass Cure Wounds, Raise Dead

Additonally, you gain access to the cleric spell list for your Superior Blood Magic spells.

Healing Blood

Your blood is filled with a natural ability to heal. Beginning at 1st level, You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of hit points equal to your hemomancer level x 5.

As an action, you reach out to a creature within 30 feet of you and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Healing Blood, expending hit points separately for each one.

This feature has no effect on Undead and constructs.

Additionally, you gain an additional hemorrhage options:

Power of Healing. When you heal a creature with a spell or your Healing Blood ability (minimum of 5 points from the pool), you may expend a hemorrhage dice to regain power points.

Power Through Healing

Beginning at 6th level, when you heal a creature with a spell of 1st level or higher you regain power points equal to half the power points spent on the spell (rounded down).

Wings of an Angel

At 14th level, you gain the ability to sprout a pair of angelic wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a Bonus Action on Your Turn. They last until you dismiss them as a Bonus Action on Your Turn.

You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Form of a Celestial

Beginning at 18th level you harness the full power of your bloodline and gain the ability to partially manifest yourself as a celestial. Your wings manifest, you blast with a bright light of radiance and shine after with a holy glow that soothes your allies.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • When you enter this form a bright light shines and all creatures within 30 feet of you must make a Constitution saving throw or be blinded and take 2d12 radiant damage. Each creature who fails may make another saving throw at the end of their turns, ending the effect on a success.
  • Whenever you cast a Celestial Bloodline Spell using power points that has the casting time of 1 action, you may cast it as a bonus action instead.
  • The holy image you exude bolsters your allies: Each ally within 30 feet of you gains temporary hit points equal to your Constitution modifier at the start of each of your turns.

Once you use this feature, you can't use it again until you finish a long rest.

Dragon's Blood

You have the might of a dragon flowing through you. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent.

Dragon Bloodline Spells

These spells are always prepared and do not count against your prepared spells.

Hemomancer
Level
Spells
1st Bane, Chromatic Orb
3rd Alter Self, Dragon's Breath
5th Fear, Fly
7th Elemental Bane, Polymorph
9th Cone of Cold, Geas

Dragon's Claws

Starting at 1st level, you can use you blood to form draconic claws. As a bonus action, you harden blood around your hands forming claws as hard as steel. You can't hold anything in your hands while these claws are formed. You can dismiss this ability as a bonus action.

For you, your Dragon's claws are martial melee weapons with which you are proficient with the light and finesse properties. They deal 1d8 slashing damage on a hit. Additionally, you gain an additional hemorrhage options:

Thirst of the Dragon. When you hit with your Dragon's Clawws, you may expend a hemorrhage dice to gain power points.

Dragon's Resilience

The Dragon's Blood that flows through your body causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.

Extra Attack

Beginning at 6th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

Wings of a Dragon

At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a Bonus Action on Your Turn. They last until you dismiss them as a Bonus Action on Your Turn.

You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

 

Fey's Blood

You have the charm and chaos of the fey inside of you. Most often members of this bloodline can trace their source of power back to an ancient fey ancestor or a family member that was tricked by a fey and paid the price for themselves and their descendants.

Fey Bloodline Spells

These spells are always prepared and do not count against your prepared spells.

Hemomancer
Level
Spells
1st Charm Person, Entangle
3rd Pass Without Trace, Suggestion
5th Conjure Animals, Plant Growth
7th Confusion, Dominate Beast
9th Awaken, Commune with Nature

Sprite's Talent

Starting at 1st level you learn to manipulate creatures charmed by you and to see into the hearts of others. As an action, you touch a creature and magically know the creature’s current emotional state. The target must make a Charisma saving throw, on a fail you also learn the creature’s alignment. On a success, the creature is immune to this affect for 24 hours. Celestials, fiends, and undead automatically fail this saving throw.

Blood Transfusion. As a bonus action, you attempt to pull blood from a creature you can see within 30 feet of you. You may roll a hemorrhage dice, the target must succeed on a Constitution saving throw or take damage equal to your roll + your Constitution modifier. You regain power points equal to the damage dealt. This is not considered to be harmful to the target when considering if they may make another saving throw against an effect or ability you have used on this target.

Charming Blood

Beginning at 6th level your Fey blood gives you the ability to charm humanoids and beasts. As an action, you may target one humanoid or beast within 30 feet of you. They must make a Wisdom saving throw or be magically charmed by you. The Charmed creature regards you as a trusted friend to be heeded and protected. Although the target isn't under your control, it takes your requests or actions in the most favorable way it can.

The effect lasts for 1 hour or until you die, are on a different plane of existence from the target, you or your allies do anything harmful to the target, or you end the effect as a Bonus Action. When the effect ends, the target is immune to this effect for the next 24 hours and knows it has been charmed.

Once you use this feature, you can't use it again until you finish a short or long rest.

Master of Charms

Beginning at 14th level you learn to weave even your enemies charms to your benefit. As a reaction, when an enemy within 30 feet of you attempts to charm you or an ally within 30 feet of you, you may harness the magic of that charm and return it to your enemy. Make a spellcasting ability check against the enemies spell save DC, on a success you return the charm to your enemy and they must make the save for the ability or spell against your spell save DC.

Form of the Feywild

Beginning at 18th level you gain the ability to use your fey blood to turn into a plant or fey. Choose a fey or plant of a CR equal to 1/3 of your level(rounded up), this becomes your Form of Nature. As a bonus action on one of your turns, you may expend a hemmorhage dice and assume your Form of Nature. (add Wild Shape rules. Explain this is the only form you know but can be switched out whenever you level up in this class.)

Fiend's Blood

You have the burn of fiendish blood in your veins. Hemomancers with this type of bloodline are often descendants of someone who made a pact with a very strong fiend or their ancestors were cursed by a demon long ago to always have an evil in their heart.

Fiend Bloodline Spells

These spells are always prepared and do not count against your prepared spells.

Hemomancer
Level
Spells
1st Burning Hands, Hellish Rebuke
3rd Blindness/Deafness, Scorching Ray
5th Fireball, Stinking Cloud
7th Fire Shield, Wall of Fire
9th Flame Strike, Hallow

Joy in Pain

Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Constitution modifier + your hemomancer level (minimum of 1). Additionally, you gain an additional hemorrhage option:

Sharing the Pain. You can cause your blood to boil and harm an enemy. When an enemy hits you with an attack and is within 5 feet of you, as a reaction you can expend a hemorrhage dice and deal damage to that enemy equal to the roll of your hemorrhage dice + your Constitution modifier. Additionally, you gain power points equal to the damage dealt.

Life Thief

Beginning at 6th level you gain the ability to steal life from others to power your spells. As a reaction when you deal damage to an enemy, you may regain power points equal to half the damage dealt.

Once you use this feature, you can't use it again until you finish a short or long rest.

 

Wings of a Demon

At 14th level, you gain the ability to sprout a pair of demonic wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a Bonus Action on Your Turn. They last until you dismiss them as a Bonus Action on Your Turn.

You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Cantrips (0 Level)
  • Acid Splash
  • Blade Ward
  • Booming Blade
  • Chill Touch
  • Control Flames
  • Dancing Lights
  • Eldritch Blast
  • Fire Bolt
  • Friends
  • Frostbite
  • Green-Flame Blade
  • Gust
  • Infestation
  • Light
  • Lightning Lure
  • Mage Hand
  • Magic Stone
  • Mending
  • Message
  • Minor Illusion
  • Poison Spray
  • Prestidigitation
  • Ray of Frost
  • Shocking Grasp
  • Sword Burst
  • Thunderclap
  • Toll the Dead
  • True Strike
1st Level
  • Absorb Elements
  • Alarm
  • Armor of Agathys
  • Burning Hands
  • Catapult
  • Cause Fear
  • Charm Person
  • Chromatic Orb
  • Color Spray
  • Comprehend Languages
  • Earth Tremor
  • Expeditious Retreat
  • False Life
  • Fog Cloud
  • Healing Elixer
  • Hellish Rebuke
  • Hex
  • Ice Knife
  • Illusory Script
  • Jump
  • Mage Armor
  • Magic Missile
  • Protection from Evil and Good
  • Puppet
  • Ray of Sickness
  • Sense Emotions
 
  • Shield
  • Silent Image
  • Tenser's Floating Disk
  • Thunderwave
  • Unseen Servant
  • Witch Bolt
2nd Level
  • Alter Self
  • Blindness/Deafness
  • Blur
  • Cloud of Daggers
  • Crown of Madness
  • Darkness
  • Darkvision
  • Dragon's Breath
  • Earthbind
  • Enhance Ability
  • Enlarge/Reduce
  • Gentle Repose
  • Hold Person
  • Invisibility
  • Knock
  • Levitate
  • Magic Weapon
  • Mind Spike
  • Mirror Image
  • Phantasmal Force
  • Ray of Enfeeblement
  • See Invisibility
  • Shadow Blade
  • Shatter
  • Spider Climb
  • Suggestion
3rd Level
  • Animate Dead
  • Bestow Curse
  • Counterspell
  • Dispel Magic
  • Enemies Abound
  • Fear
  • Feign Death
  • Fireball
  • Flame Arrows
  • Fly
  • Haste
  • Hypnotic Pattern
  • Leomund's Tiny Hut
  • Life Transference
  • Lightning Bolt
  • Magic Circle
  • Major Image
  • Protection from Energy
  • Remove Curse
  • Sleet Storm
  • Slow
  • Stinking Cloud
  • Thunder Step
 
  • Tiny Servant
  • Tongues
  • Vampiric Touch
4th Level
  • Banishment
  • Blight
  • Charm Monster
  • Confusion
  • Dimension Door
  • Greater Invisibility
  • Ice Storm
  • Mordenkainen's Faithful Hound
  • Mordenkainen's Private Sanctum
  • Otiluke's Resilient Sphere
  • Phantasmal Killer
  • Phantasmal Killer
  • Polymorph
  • Sickening Radiance
  • Stoneskin
  • Vitriolic Sphere
5th Level
  • Animate Objects
  • Bigby's Hand
  • Cloudkill
  • Cone of Cold
  • Dominate Person
  • Dream
  • Enervation
  • Far Step
  • Hold Monster
  • Infernal Calling
  • Negative Energy Flood
  • Scrying
  • Seeming
  • Skill Empowerment
  • Steel Wind Strike
  • Synaptic Static
  • Telekinesis
  • Teleportation Circle
  • Wall of Light
6th Level
  • Arcane Gate
  • Chain Lightning
  • Circle of Death
  • Create Homunculus
  • Create Undead
  • Disintegrate
  • Eyebite
  • Flesh to Stone
  • Globe of Invulnerability
  • Investiture of Flame
  • Investiture of Ice
  • Investiture of Stone
  • Investiture of Wind
 
  • Mass Suggestion
  • Mental Prison
  • Soul Cage
  • Sunbeam
  • Tenser's Transformation
  • True Seeing
7th Level
  • Crown of Stars
  • Etherealness
  • Finger of Death
  • Firestorm
  • Plane Shift
  • Power Word Pain
  • Sequester
  • Simulacrum
8th Level
  • Clone
  • Demiplane
  • Dominate Monster
  • Feeblemind
  • Maddening Darkness
  • Power Word Stun
  • Sunburst
9th Level
  • Foresight
  • Gate
  • Imprisonment
  • Invulnerability
  • Power Word Kill
  • Shapechange
  • True Polymorph
 

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