Hemomancer Wizard

by DnDHomebrew4

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Hemomancer Wizard

Hemomancer Wizard

Blood Pool

Starting level 2nd, you gain access to a "Blood pool" that fills when you take damage or when a creature is dealt damage within 30 feet of you, your pool fills by the amount of damage dealt, but never further than its current capacity, determined by your wizard level x 5. You can use these points in your blood pool to fuel your peculiar spells and abilities.

Blood Dice

You may spend multiple of 2 points from you blood pool to obtain a blood die. You may use a number of blood dice "per channel" equal to your intelligence modifier (minimum 1). Blood dice are used by your healing and harming blood features. Your blood dice grow along with your level, starting level 2nd your blood dice are d4s, upon reaching level 6th they become d6s, then d8s at level 10th and d10s at level 14th. (Optional: Upon reachin level 20th they become d12s as you master you arcane)

Healing Blood

Starting level 2nd, you are able to use the blood in your pool to heal allies. As an action, you can touch a creature and convert blood points into blood dice (like specified in the rules above) to heal them by that amount plus your intelligence modifier. Upon reaching level 6th, you can spend 1 extra point from your pool to heal an ally within 30 feet of you.

Harming Blood

Starting level 6th, as an action, you can spend points from you blood pool to harm foes. The rules are the same from your "healing blood" feature, but you deal necrotic damage instead of healing. Starting level 10, you may use this feature on enemies within 30 feet of you.

Tainted Blood

Starting level 10th, you have full control over your own blood, therefore you are able to neutralize or expel toxins or pathogens from you bloodstream. You become immune to poison and illness. Upon reaching level 14th, you are able to stockpile poison, toxins and illness you have been subjected to, despite your immunity, and replicate them. When you deal damage or heal a creature with your blood pool, you may choose to apply the effects of a poison or an illness you have been in contact with. Any saving throw that would be required is done on the same ability required by original poison or illness, but scales with your spells DC (8 + your proficiency bonus + your intelligence modifier).

Master Hemomancer

Starting level 14th, if you attempt to use any class feature or spell that requires you to pay blood points from your pool and you don't have enough, you may take necrotic damage equal to the difference and use the feature or cast the spell by paying with your own blood. The amount of necrotic damage taken this way can't be healed or recovered unless you are cured with a greater restoration spell or an effect that removes curse. Alternatively, you may regain the lost hit points by spending hit dice to heal during a short rest or by completing a long rest.

Blood Conversion

At level 20th, you may empty your blood pool entirely to fuel an hemomancy spell, you may cast an hemomancy spell of a level equal to or lesser than the amount of blood points spent x 10, even if you have no spell slot left. For example if you have 50 blood points in your pool, you empty it to cast an hemomancy spell up to a level 5 maximum. Whenever you do so you get increasingly exhausted gaining one exhaustion level plus another one for each time you do so. (First time 1 level, second time 2 levels, then 3 and so on).

Hemomancy Spells

As hemomancer wizard, you are able to add to your spellbook hemomancy spells. Whenever you are preparing your spell for the day, you may change any of your regular wizard spells with hemonacy spells of the same level. You may gain access to additional hemomancy spells in two ways (decide with your DM): either you have them from the start and unlock them by leveling, or you have to find hemomancy tomes or master hemomancer that are willing to teach you. Another way would be seeing them from other spellcasters.

Blood Whip

Hemomancy Cantrip


  • Casting Time: 1 Bonus Action
  • Range: 5 feet
  • Components: V, S
  • Duration: Instantaneous

After successfully hitting an enemy with a melee attack, you may channel the blood lost from its wound to summon a scarlet whip. As a bonus action, you can make a melee spell attack against an enemy within 5 feet of you, the whip deals 1d4 plus your spellcasting modifier as slashing damage. The whip disappears immediately after this attack. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Blood Spray

1st-level Hemomancy


  • Casting Time: 1 Reaction
  • Range: up to 10 feet
  • Components: V, S
  • Duration: Instantaneous

After taking damage from a physical attack, you may use your reaction to cause the blood drawn from the wound to spray in the face of an enemy within range. The target has to roll a Constitution/Dexterity (you choose which of the two) saving throw or be blinded for one round.


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target an additional enemy with it per spell slot level.

Crimson Curse

1st-level Hemomancy


  • Casting Time: 1 Reaction
  • Range: 90 feet
  • Components: V, S
  • Duration: concentration, up to 1 hour

You may cast a spiteful curse on the enemy, after your own blood has been spilled. As a reaction after being hit, you may curse an opponent, marking it for death. The target takes an additional 1d6 necrotic damage whenever its hit by an attack that has a roll to hit.

Blood Weapon

1st-level Hemomancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S (5 points from your blood pool or 5 of your hit points)
  • Duration: concentration up to 1 minute

You are able to create weapons out of blood, you choose the type of weapon you want to create upon casting the spell. The attacks made with this weapons are considered spell attack and deal damage as if it was its regular counterpart and has the same characteristics. If you summon a weapon that can be thrown you can do so, but if the weapon hits the target it dissipates ending the spell.

Blood Shield

1st-level Hemomancy


  • Casting Time: 1 reaction
  • Range: self
  • Components: V, S (5 points from your blood pool)
  • Duration: 1 round

You are able to craft a shield made of blood to protect you from incoming attacks. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack. If you are not at your maximum hit points, increase the armor class granted by the shield by 1.

Blood Armor

2nd-level Hemomancy


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S, M (5 points from your blood pool)
  • Duration: 8 hours

You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The AC granted by the spell increases by +1 if the target doesn't have its maximum hit points. The spell ends if the target dons armor or if you dismiss the spell as an action.

Blood Chains

3rd-level Hemomancy


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: V, S, M
  • Duration: concentration,up to 1 minute

A creature with maximum hit points rolls with advantage against this spell, it rolls with disadvantage if it's below half hit points, otherwise it rolls normally. Chains made from the iron of the creature's blood, rupture from its skin, binding it. The target has to roll a Constitution saving throw, on a fail it is considered grappled, if the save is failed by 5 or more, the creature is considered restrained instead. When the creature manages to escape, it takes 4d8 slashing damage.


At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the escape DC increases by 1 and the damage dealt increases by 1d8.

Blood Boil

3rd-level Hemomancy


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

The caster points a creature that it can see, the target's blood starts to boil inside its veins, dealing 6d6 fire damage, unless the target passes a Constitution saving throw (a success halves the damage).


At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increase by 1d6.

Blood Freeze

3rd-level Hemomancy


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous

The caster points a creature that it can see, the target's blood starts to boil inside its veins, dealing 4d6 cold damage and has its speed halved, unless the target passes a Constitution saving throw (a success halves the damage and negates the movement impairment).


At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the creature can't take reactions if it fails the saving throw. If you use a level 5th spell slot you add another d6 to the damage and the enemy can't move for the round.

Summon Blood Horror

4th-level Hemomancy


  • Casting Time: 1 Action
  • Range: 90 feet
  • Components: V,S,M
  • Duration: Concentration up to 1 hour

You use your ability to control blood to create an aberrant creature made out of it. It manifests in an unoccupied space that you can see within range. This corporeal form uses the stat block listed below. When you cast the spell, choose Dreadnought, Vitae, or Stalker. The creature resembles an aberration of that kind, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.


At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears on the stat block.

Bloodstorm

4th-level Hemomancy


  • Casting Time: 1 Action
  • Range: 300 feet
  • Target A 20-foot radius, 40-foot-high cylinder centered on a point within range
  • Components: V, S
  • Duration: Instantaneous

A raging storm of crimson drops and iron blades (made from the blood itself) pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 4d8 slashing damage and is blinded until you next turn on a failed save, or half as much damage and negates the blind on a successful one.


At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the slashing damage increases by 1d8 for each slot level above 4th.


Blood Horror

Medium aberration


  • Armor Class 11 + the level of the spell (natural armor)
  • Hit Points 40 + 10 for each spell level above 4th
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16(+3) 10(+0) 15(+2) 16(+3) 10(+0) 6(-2)

  • Damage Immunities Slashing
  • Senses Darkvision 60 ft, Passive perception 10
  • Languages Common, Deep Speech and understands any language you speak
  • Challenge -
  • Proficiency Bonus Equals your bonus

Armored Spikes (Dreadnought Only) The blood horror has +1 to AC, furthermore any creature attacking it in melee takes 4 (1d8) piercing damage.

Healing Aura (Vitae Only). The blood horror heals allies within 20 feet of it by 5 hit points at the start of its turn.

Skulker (Stalker only) The blood horror has proficiency in stealth and can hide as a bonus action.

Blood pool healing As an action, you as a caster may empty your blood pool to heal your summon by that amount.

Actions

Multiattack. The blood horror makes a number of attacks equal to half this spell’s level (rounded down).

Claws (Stalker Only). Melee Wapon Attack: your spell attack modifier to hit, 5 feet, one target. Hit: 1d8 + 3 + the spell’s level slashing damage. If the target is a creature, and was hit with advantage, once per turn the stalker gains 3d6 sneak damage bonus.

Slam (Dreadnought Only). Melee Wapon Attack: your spell attack modifier to hit, 5 feet, one target. Hit: 1d10 + 3 + the spell’s level bludgeoning damage plus the target has to roll a Strength check (DC determined by you spells DC) or is knocked prone.

Bloodbolt (Vitae Only). Ranged Wapon Attack: your spell attack modifier to hit, range 120 feet, one target. Hit: 1d8 + 3 + the spell’s level force damage. The damage dealt with this attack replenishes your blood pool regardless of the range.

Blessing of the Crimson King

6th-level Hemomancy


  • Casting Time: 1 Action
  • Range: 120 feet
  • Components: V, S
  • Duration: concentration up to 1 minute

You cast a field of 120 feet centered on you, while in this field, each creature that takes damage and is able to bleed, loses blood from its wounds. While the spell is active, this blood hovers mid-air like a crimson cloud and can be used to complete the spell. You count the amount of damage dealt to each creature in the field, then starting from your next turn, up to the maximum duration of the spell, you may channel the blood collected in this way to heal any creature within the spell range. The healing is equal to half the damage collected while concentrating on the spell and can be split among any creature within range (the other half dissipates as its offered to the Crimson King).

Wrath of the Crimson King

6th-level Hemomancy


  • Casting Time: 1 Action
  • Range: 120 feet
  • Components: V, S
  • Duration: concentration up to 1 minute

You cast a field of 120 feet centered on you, while in this field, each creature that takes damage and is able to bleed, loses blood from its wounds. While the spell is active, this blood hovers mid-air like a crimson cloud and can be used to complete the spell. You count the amount of damage dealt to each creature in the field, then starting from your next turn, up to the maximum duration of the spell, you may channel the blood collected in this way to harm any creature within the spell range. The damage is equal to half the damage collected while concentrating on the spell and can be split among any creature within range (the other half dissipates as its offered to the Crimson King).

Power Word: Bleed

7th-level Hemomancy


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

You speak a word of power towards a creature that you can see within range of the spell, if the target is capable of bleeding it start to do so profusely from every orifice of its body, unless it manages to pass a Constitution saving throw, negating the effect on a success. This painful process impairs sight, hearing and smell, giving disadvantage on all rolls that relies on them (perception, attack rolls and so on). If the target doesn't have its maximum hit points it rolls a d4 and subtracts it from its saving throw. If the target has 100 hit points or less, it rolls with disadvantage instead. The enemy may repeat the saving throw at the end of each of its turn to make this effect stop. Furthermore, the constant blood loss inflicts 10 damage per round that is unaffected by resistances or immunities. If the effect persists and is not dispelled it may bring a creature to die of blood loss.

Hemoclasm

8th-level Hemomancy


  • Casting Time: 1 Action
  • Range: Self
  • Components: V,S (Blood from your pool and/or your own blood)
  • Duration: Instantaneous

You unleash all the points in your blood pool, you may even add your own blood by inflicting necrotic damage to yourself, to empower the outcome of this spell. Blood explodes from your body in a 20 feet sphere centered on you, dealing force damage to all enemies within reach equal to the blood you sacrificed. (E.g. a level 10 hemomancer sacrifices 50 blood points and 10 of his hit points, this spell inflicts 60 points of force damage to all enemies within range). You may not use this spell on subsequent turn, otherwise you take an exhaustion level and start bleeding becoming unable to use your hemomancy for the following round.

Community Spells

Arcane Transfusion (@dungeonmaster_dad)

3rd-level Hemomancy


  • Casting Time: 1 Action
  • Range: 20 feet
  • Components: V,S
  • Duration: Concentration, up to 1 minute

With a stab of your arcane force you can siphon blood from others to supplement your blood pool. Make a ranged spell attack against a creature within range. On a hit, your gain 3d6 points to your blood pool, and the target takes necrotic damage equal to half the amount of blood points lost. Until the spell ends, you can make the attack again on each of your turns as an action. Through use of this spell, you can gain blood points above your normal maximum. These “temporary” blood points in your pool cannot be regained once used and can never total more than your original blood pool capacity. (i.e a hemomancer with 15 point blood pool max cannot gain more than 15 “temporary” blood points)


At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the blood points gained increases by 1d6 and the range increases by 10ft, for each.

Blood Extortion (@rwdarlow)

2nd-level Hemomancy


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: V,S
  • Duration: Concentration, up to 1 minute

A target creature who can bleed must make a Constitution save, on a failure a spectral hand extracts blood from their arms and they are drained 3d6 Hit Points and you automatically convert this damage to your blood pool. Immediately after as a bonus action you can spend all the blood for from your blood pool for healing any ally or harming an enemy. At third level or higher this spell does an additional 2D6 damage.


At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, increase the damage by 2d6.

Crimson Scythe (@bardic.inspired.barbarian)

3rd-level Hemomancy


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V,S
  • Duration: Concentration, up to 1 minute

You conjure up a weapon used by the Crimson King himself, you can use this weapon yourself, or you can give it to a willing creature within range (All creatures except you do not have proficiency with this weapon.) When conjured, this weapon deals 4d6 + the creatures strength modifier in magical slashing damage on a hit.


At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd.

Blood canon (@bardic.inspired.barbarian)

2nd-level Hemomancy


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V,S,M (5 blood points from your blood pool)
  • Duration: Instantaneous

You conjure up a small ball of blood that's 10 inches in diameter and shoot it at one target you can see within range. Make a ranged spell attack, on hit, the target takes 2d8 bludgeoning damage and is knocked prone


At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 3rd.

Healing rain (@bardic.inspired.barbarian)

4th-level Hemomancy


  • Casting Time: 1 minute
  • Range: 30 feet
  • Components: V,S,M (20 blood points from your blood pool)
  • Duration: 1 round

You slam down onto the ground and a Crimson colored raincloud appears 30 ft above you in a sphere, Chose up to 8 willing creatures, those creatures gain 5d10 HP, and gain 4d4 temporary HP.


At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the HP increases by 1d10, and the temporary hp increases by 1d4 for each slot level above 4th.

Blood pool (@bardic.inspired.barbarian)

5th-level Hemomancy


  • Casting Time: 1 action
  • Range: 30 feet sphere
  • Components: V,S,M (25 blood points from your blood pool)
  • Duration: 1 minute

You conjure a pool of blood that flows with the intent to flow farther, any creature that starts their turn in this area must make a constitution saving throw against your spell save DC or take 4d10 magical slashing damage. if a creature fails. The pool of blood extends an extra 5 ft in a direction you chose. This area is considered difficult terrain, and is also considered running water.

Blood Scourge (@jopstammen)

6th-level Hemomancy


  • Casting Time: 1 action
  • Range: self
  • Components: V,S
  • Duration: concentration, up to 5 minute

A thin stretch of blood seeps from your veins, this blood can be used as a whip to lash users from afar. This whip has a 10 ft. reach and causes 3d8 slashing damage plus your spellcasting modifier. You may also use a blood die to cause a hemorrhaging strike.

Hemorrhage

Causes the affected creature to bleed for the next 3 rounds for 6d4+2 if the total blood die amounts to a value. The bleed can be cured by restoration effects or spells. If cast at higher levels the damage increases by 2d4 per each spell slot of 7th level or higher.

Blood Die Value Cured By
d4 2 + (Dice used) Lesser Restoration
d6 4 + (Dice used) Lesser Restoration
d8 6 + (Dice used) Greater Restoration
d10 7 + (Dice used) Greater Restoration
d12 8 + (Dice used) Greater Restoration

Blood Bomb (@voicegawd)

3rd-level Hemomancy


  • Casting Time: 1 reaction
  • Range: 30 feet
  • Components: V,S (Blood from your pool or from a wound)
  • Duration: Instantaneous

If you or an ally within range take damage from an attack, you may use your reaction to cause the blood lost from the wounds to counter attack an enemy within 5 feet of you or the wounded target. The enemy takes half the damage it has inflicted on the hit target and if you wish, you may spend blood from your pool to add damage to this counter attack. (E.g. you or an ally takes 10 damage, you use your reaction to cause 5 damage to an opponent within range, if you add for example 20 point from your blood pool instead the damage of the counter attack becomes 15 instead becuase you add half of it)

Blood Mace (@the_dms_tome)

3rd-level Hemomancy


  • Casting Time: 1 bonus action
  • Range: self
  • Components: V,M (1 liter of humanoid blood)
  • Duration: Concentration, up to 1 minute

You create a vile mace made of blood. The mace counts as a +1 magic morningstar and has the same proprieties except the range which is increased up to 20 feet instead of the regular 5. When you hit a target with this mace you deal an additional 1d4 of necrotic damage. You may also spend any amount of blood points from your pool to deal extra necrotic damage equal to the amount of points spent.


At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, it deals an additional 1d4 necrotic damage for each slot level above 3rd.

Blood Storm (@the_dms_tome)

8th-level Hemomancy


  • Casting Time: 2 rounds
  • Range: 300 feet
  • Components: V, S, M (a humanoid skull or at least a ruby worth 1000 gp)
  • Duration: Concentration, up to 1 minute

This spell consumes all the points in your blood pool. Upon casting Blood Storm a giant black cylinder centered on you appears engulfing an area of 150 feet. The cylinder reaches up to 60 feet of height. From this cylinder rains acidic and corrupted blood that drives its victim to madness. Upon casting the spell, you may choose the number of creatures immune to the effect of the rain alongside yourself. At the start of each of you following turns for the duration of the spell, every non immune creature has to roll a Constitution saving throw or take 8d6 necrotic damage and 8d6 acid damage on a failed save or half as much on a successful save. A target who has failed the Constitution save has to roll a Charisma saving throw or be affected by a long term madness effect from the table (up to the DM discretion). A successful roll negates the madness.


At Higher Levels. When you cast this spell using a spell slot of 9th level, the necrotic and acid damage increase to 10d6 each.

Blood Blaze (@studmuffin55___)

3rd-level Hemomancy


  • Casting Time: 1 bonus action
  • Range: self
  • Components: S (a drop of your own blood)
  • Duration: Concentration, up to 1 minute

You coat your weapon with your own blood and set it ablaze with a dark red necrotic flame. Attacks with this weapon do an extra 1d4 fire damage and 1d4 necrotic damage.


At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, it deals an additional 1d4 necrotic damage for each slot level above 3rd.

Hemophobia (@studmuffin55___)

3rd-level Hemomancy


  • Casting Time: 1 reaction
  • Range: 60 feet
  • Components: V, S (taking damage from an enemy attack or spell)
  • Duration: Concentration, up to 1 minute

After taking damage, you make creatures that can see you make a wisdom save. A failed save causes the creature to be frightened of you and take 2d6 psychic damage each round it fails this save. A successful save gets none of the above effects


At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you may target an additional creature within range for each slot level above 3rd.

The Crimson King

Credit: @dibujantenocturno (Fran Garcés)

History

The Crimson King is an entity associated with the Hemomancy, some scholars say that He was born in ancient times, alongside the first forms of magic. When people didn't have the same expertise as we do today, where experiments still were made to test the boundaries and the powers of arcane spells. It is said that He was considered a God back in those days, since His powers came from one of the primal form of magic, the one that used the source of life as source of power, the blood. Those who worshipped the Crimson King were blessed with the ability to manipulate vitae (as it's called by hemomancers) and could use it either to heal or harm.

With time, people started to fear hemomancers as magic was developing, spells improved and instead of blood other material components were preferred so no person or animal would be harmed in their casting. Therefore, many hemomancers, even harmless or helpful ones, where hunted down, extinguished or driven away, in an attempt to make the practice of hemomancy disappear. Only in most recent times the old tomes were found again and voice of the Crimson King and this magic practice spread again, gainig a bunch of chosen adepti.

Appearance

The Crimson King looks like a towering humanoid entirely made of blood. It's usually depicted as having glowing red eyes, a horned helm on its head made of hardened blood, and having several chains hanging from its "armor" made entirely from the iron contained in blood. As weapon of choice it usually wields a spear or a scythe. Its voice is said to be deep, thundering and authoritarian.

Behavior

It's not very clear what are the goals of the Crimson King, many Gods have changed through the course of time and the younger ones seems to not even recall him. More ancient ones usually refuse to talk about him and avoid even pronouncing his name if possible. So the only informations available come from those who have embrace Hemomancy and decided to interact with this entity. The most common idea is that the Crimson King is neither good or bad, it has its own agenda and prefers to keep it unknown even to other Gods or godly entities. It will usually grant power and knowledge to those who he deems worthy, but will punish those who cross the boundaries set by the old pacts or disrespect/betray him. Usually when a spell is cast and blood is used to do so, his followers are conviced that some of it is offered to him.

The Scarlet Kingdom

The domain that exists in its own demiplane, where endless waterfalls made of the blood offered by its followers converge into a large pool, that usually spawns its gargantuan body each time it decides to manifest. Above this pool a floating city exists where its inhabitants are only the best among its servants, specifically chosen to tend to the city needs and to worship the Crimson King himself.

Thanks for Downloading

Thanks everyone for you support during this month, it has been a very hard one, but despite that, I've managed to finish this humble project. I also want to thank my followers on Instagram who participated in the community contest and came up with some pretty crazy and awesome spells to better characterize this wizard subclass.

Cover Art: Bloodmage by Weremoon on Deviantart

As an ending note, this file is free to download and free of any charge as all the content of my page, therefore if you are interested into seeing more content such as homebrew monsters, classes, items etc. feel free to visit me at @DndHomebrew4 on instagram! Click Here to visit my Page

Don't forget to have fun while you play, that is the most important thing in D&D!
 

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