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# Ichormuter Fearless combatant, uncanny caster, mystifying healer, visceral protector—the ichormuter is a magic user that has awakened the innate magic contained within their own body. They seek to learn everything they can about the magic power of ones own blood. Scarred and broken from their magic, shedding blood for others, and seeking to find a way to improve, a good ichormuter is a mighty weapon for others. An evil ichormuter, on the other hand, is a transmutor capable of using ones own life against them. An ichormuter is able to study and operate under some of the same magical capabilities as a wizard would. However, an ichormuter is no ordinary magic caster; they are a mage that uses their own vitality to weave magic into the world. Rending themselves to fuel their spells, they allow their ichor to infuse their abilities and affect their battles. Many ichormuters awaken their powers through some traumatic event, but some are just born with magic in their blood. These manipulators of lifeblood build enourmous constitution; tiring themselves through study and practice alike. An ichormuter is always confident that they can never be without their magics; after all, it comes from within. ### Creating an Ichormuter #### Quick Build You can make a ichormuter quickly by following these suggestions. First, Constitution should be your highest ability score, to improve your spellcasting, followed by Intelligence, to increase the power of your subclass. Second, choose the Sage or Hermit background. #### Class Features As a Ichormuter you gain the following class features: #### Hit Dice **Hit Dice:** 1d6 per Ichormuter level **Hit Points at 1st level:** 6 + Constitution modifier **Hit Points at Higher Level:** 1d6 (or 4) + Constitution Modifier #### Proficiencies **Armor:** None **Weapons:** Simple Weapons **Tools:** Poisoner's Kit and Herbalism Kit **Saving Throws:** Constitution, Intelligence **Skills:** Choose three from Arcana, Deception, History, Insight, Intimidation, Investigation, Medicine, Sleight of Hand, or Stealth #### Equipment You start with the following equipment, in addition to the equipment granted by your background: * Any simple weapon * (a) an herbalism kit or (b) a poisoner's kit * Two daggers, three vials of blood (animal or human), and 5 empty vials
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##### The Ichormuter | Level | Proficiency | Features | Cantrips Known | Spell Level Access | |:---:|:---:|:---|:---:|:---:| | 1st | +2 | Blood Magic, Hardened Viscera | 3 | 1 | | 2nd | +2 | Lifeblood Study | 3 | 1 | | 3rd | +2 | ─ | 3 | 2 | | 4th | +2 | Ability Score Improvement| 4 | 2 | | 5th | +3 | ─ | 4 | 3 | | 6th | +3 | Lifeblood Study Feature | 4 | 3 | | 7th | +3 | Immutable Heart | 4 | 4 | | 8th | +3 | Ability Score Improvement | 4 | 4 | | 9th | +4 | ─ | 4 | 5 | | 10th | +4 | Lifeblood Study Feature | 5 | 5 | | 11th | +4 | ─ | 5 | 6 | | 12th | +4 | Ability Score Improvement | 5 | 6 | | 13th | +5 | ─ | 5 | 7 | | 14th | +5 | Lifeblood Study Feature | 5 | 7 | | 15th | +5 | ─ | 5 | 8 | | 16th | +5 | Ability Score Improvement | 5 | 8 | | 17th | +6 | ─ | 5 | 9 | | 18th | +6 | Unstopable Magics | 5 | 9 | | 19th | +6 | Ability Score Improvement | 5 | 9 | | 20th | +6 | Pureblood | 5 | 9 |
### Blood Magic Beginning at 1st level, you have discovered another, often forgotten and shunned method to wield magic. You become a manipulator of the life fluid of both yourself and others, gaining access to blood magic. Creatures that do not have blood in their bodies are immune to any spell that uses blood (DMs discretion). See the end of this class description for the Ichormuter spell list. #### Cantrips At 1st level you know three cantrips of your choice from the Ichormuter spell list. You learn additional Ichormuter cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Ichormuter table. #### Preparing and Casting Spells As a Ichormuter you do not have spell slots but you do have limitations as to what spell level you can cast. At 1st level you gain access to 1st level spells,at 3rd level you gain access to higher level spells, then again at 5th, 7th, 9th, 11th, 13th, 15th, and finally 17th level. To cast an Ichormuter spell you must expend an amount of hit points equal to three times the level of the spell, in which the casting of a spell also decreases your hit point maximum by the level of the spell. So for example if you were to cast a 2nd level Ichormuter spell, you would need to expend 6HP to cast the spell but this would only reduce your hit point maximum by 2 hit points. This damage can not be reduced due to resistances, immunities, or temporary hit points. You can not cast a spell that would reduce you below 0 HP, even if the spell has a healing effect. When you take a long rest your hit point maximum is reset, unless it was reduced by an effect other than the casting of Ichormuter spells. You can prepare a list of spells that are available for you to cast, choosing from the Ichormuter spell list. When you do so, choose a number of spells from your list equal to your Intelligence modifier + 1 (minimum of one spell). The spells must be of a level for which you have access. \pagebreak When you gain more levels in this class, you gain the ability and knowledge to prepare more spells. At 5th level, you can prepare (Intelligence x 2) + 1 spells, at 11th level, (Intelligence x 3) + 1 spells, and finally at 17th, (Intelligence x 4) + 1 spells. You may change your prepared spells when you finish a long rest. #### Spellcasting Ability Constitution is your spellcasting ability for your blood magic spells, since your magic draws upon the life forces of yourself and others. 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 Ichormuter spell you cast and when making a attack roll with one. **Spell save DC** = 8 + your proficiency bonus + your Constitution modifier **Spell attack modifier** = your proficiency bonus + your Constitution modifier #### The Limitations of Blood Magic Due to the nature of manipulating your blood, there are some limitations that cannot be surpassed. The maximum range at which you can cast a spell is no more than 60ft from you. Since your blood is magical, it can be used to cast healing spells on others, but not yourself, since your body already contains the magic blood. Casting higher leveled spells requires an immense amount of power from you, requiring you to rend yourself when casting them. When you cast a spell above 5th level, the hit point costs for the spell double. You may only cast spells higher than 5th level once per long rest. #### Ritual Casting You can cast a Ichormuter spell as a ritual if that spell has the ritual tag without paying the hit point costs, since you take your time to not rend yourself. You don't need to have the spell prepared. #### Self Focus When you cast spells that require a material component, you ignore that component unless it has a value, such as the diamond dust worth 100 gp for the greater restoration spell, in which case the components are required. ### Hardened Viscera Starting at level 2, you have learned that your blood is not just a source of power but also protection. On your turn, you can gain a number of temporary hit points equal to your Ichormuter level + your Constitution modifier. Once you use this feature, you cannot regain its use until after you finish a long rest. ### Lifeblood Study At 2nd level, choose a field of Lifeblood Study related to the nature and purpose of your blood magic: Vitality, Resilience, or Exsanguination. They are detailed at the end of the class description. Your choice grants you features when you choose it at 2nd level and again at 6th, 10th, and 14th levels.
#### Study Spells Each study has a list of associated spells. You gain access to these spells when you can cast a spell of its level, as is on the table. Once you gain access to an study spell, you always have it prepared. Study spells don’t count against the number of spells you can prepare each day. If you gain an study spell that doesn’t appear on the Ichormuter spell list, the spell is nonetheless an Ichormuter spell for you. ### 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. ### Immutable Heart At 7th level, while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. ### Unstopable Magics Your deep study of blood magic and how it interacts with use of other forms of casting has given you a great understanding on how you can keep your magic pure from interferance. At 18th level, creatures cannot gain resistance or immunity against spells you cast. ### Pureblood Your blood and your potential to weave magic has become indistiguishable from each other. At 20th level, increase both your Intelligence and Constitution scores by 2, to a maximum of 22.
\pagebreak ## Lifeblood Study ### Study: Vitality As part of the study of the vitality of blood, you focused your magic on the regenerative aspects of blood magic. This can give a Ichormuter the capability to keep others, and themself, alive for longer periods than normal. #### Study: Vitality Spells | Ichormuter Level | Spells | |:----:|:-------------| | 1st | Cure Wounds | | 3rd | Lesser Restoration | | 5th | Aura of Vitality | | 9th | Freedom of Movement | | 11th | Mass Cure Wounds | | 13th | Heal| #### Study Spells These study spells are always prepared and don't count against the number of spells you can prepare. #### Blood, the Life Fluid At 2nd level, you gain a wonderous power to turn your blood into a special pool of healing power that replenishes on a long rest. With that pool, you can restore a total number of hit points up to your Inchormuter level X 4 as a bonus action, up to 15 feet away. If you do so your movement becomes 0 until the start of your next turn, as you channel your blood into a creature. Also, when you heal a creature, they gain 10ft of movement speed until the beginning of your next turn. #### Blood, the Revitalizer At 6th level your blood has regeneragtive qualities from being infused with magic. You age 1 year for every 10 years and your physical appearance does not change or appear to grow old. When you heal a creature other than yourself with a spell of 1st level or higher, you may add 1d4 to the next attack roll, ability check, or saving throw you make before the end of your next turn. The healed creature may use its reaction to gain the same benfit. #### Blood, the Healer At 10th level, you have learned to infuse your blood with healing capabilities and channel it into others. You may cast healing spells with range Touch from up to 30ft away. #### Blood, the Sweetest Nectar At 14th level, when you kill a creature with a spell you cast of 1st level or higher, you can roll one of your hit dice + your Intelligence modifier and regain hit points equal to the result.
### Study: Resilience As part of the study of the resilience of blood, you manifest the resilience of blood magic. This can give an Ichormuter a large amount of survivability. #### Study: Resilience Spells | Ichormuter Level | Spells | |:----:|:-------------| | 1st | False Life | | 3rd | Aid | | 5th | Sanguine Pool* | | 9th | Death Ward | | 11th | Destructive Wave | | 13th | Flesh to Stone | *Ichormuter spells #### Study Spells These study spells are always prepared and don't count against the number of spells you can prepare. #### Bloodcell Symbiote Begining at 2nd level, your blood seems to have developed a sentience devoted to protect its vessel. When you would have access to temporary hit points, you can choose to gain resistence to either non-magical Bludgeoning, Piercing, or Slashing damage. When you lose your temporary hit points, you lose access to this resistence. However, if you would gain temporary hit points again, you may change your resistence if you choose. #### Lifeblood Shield At 6th level when you are healed and the amount healed would heal you over your maximum hit points, you gain the excess as temporary hit points. Additionally, when a creature dies within a 30ft radius of you, you gain temporary hit points equal to your Intelligence modifer + 5. #### Visible Vitality At 10th level, your blood's defenses activate swiftly and can sometimes startle creatures. As a reaction, you can activate your blood and cause it to manifest violently outside of your body. When a creature you can see makes an attack roll against you, you can impose disadvantage on the roll. You must use this feature before knowing whether the attack hits or misses. Also, the creature must make a Wisdom saving throw against your Ichormuter spell DC or become frightened of you for 1 minute. You cannot use this ability again until you finish a short or long rest. #### Bloody Insticts At 14th level, your Bloodcell Symbiote has developed into a valiant and powerful protector within your own body. When you activate your 2nd level feature, you gain resistence to non-magical Bludgeoning, Piercing, and Slashing damage. Additionally, you may choose one of any resistence type to add, except for force damage. \pagebreak ### Study: Exsanguination As part of the study of the exsanguination of blood, you learn ways to use a creatures life force against them. This can cause an Ichormuter to become a powerful weapon and manipulator of blood. #### Study: Exsanguination Spells | Inchormuter Level | Spells | |:----:|:-------------| | 1st | Septic Touch* | | 3rd | Analyze Blood* | | 5th | Bestow Curse | | 9th | Blight | | 11th | Broken Heart* | | 13th | Eyebite | *Ichormuter spells #### Study Spells These study spells are always prepared and don't count against the number of spells you can prepare. #### Incisive Spells At 2nd level, your spells, fueled by your blood, pierce the skin and lacerate your enemies. When you deal damage to a creature with a spell of 1st level or higher the creature must make a Constitution saving throw or begin to bleed. While bleeding, the creature takes 1d4 necrotic damage at the start of their turns. The creature can repeat the saveing throw at the end of its turn, ending the effect on a success. This bleed lasts for 1 minute. #### Hemosphere At 6th level, you gain the ability to coalesce blood from any source into a concentrated hemosphere that can enhance your magic or plague other creatures. You may use a bonus action to gather blood from a nearby bleeding creature to create a hemosphere. This hemosphere lasts until you consume or dispell it. As an action, you can consume the sphere of blood to cause any one of the following effects: - Target bleeding creature must make a Wisdom saving throw or be frightened for 1 minute of their attacker on the next melee attack that hits. - Target bleeding creature becomes grappled until the start of your next turn. - Target bleeding creature immediately takes 2d4 necrotic damage. This damage increases to 4d4 at level 14. You may use this feature a number of times equal to your Intelligence Modifier and regain all uses when you finish a short rest. #### Virulent Blood At 10th level, the healthiness of your blood becomes like a virus to others, weakening those affected by it. You become immune to disease and poisons. Also you may add the following options to your Hemosphere feature: - If target bleeding creature fails their next bleed saving throw, increase the bleed damage by 2d4. - Target bleeding creature gains a level of exhaustion. Any levels of exhaustion from this feature dissapear after 1 minute of being exhausted. #### Essence Manipulator At 14th level, the nature of your magic has gained enough power to be able to affect the very life essence of creatures, not just their blood. Your Incisive Spells and Hemosphere features can affect all creatures, regardless of their form or lack of blood. Also, you may add the following options to your Hemosphere feature: - The next time target bleeding creature would heal, it takes the amount healed as damage instead. A creature can only be affected by this effect once every 24 hours. - Target bleeding creature uses its action to make a melee Attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. A creature can only be affected by this effect once every 24 hours.
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#### Credits Images top to bottom: - Artist-bae Yamille - Artist-dekades8 - League of Legends: Vladamir
## Multiclassing **Prerequisites.** To qualify for multiclassing as an ichormuter, you must meet the following prerequisite: Constitution 13, Intelligence 13 **Proficiencies.** When you multiclass as an ichormuter, you gain the following proficiencies: simple weapons and either Herbalism Kit or Poisoner's Kit