D&D 5e The Complete Overhaul: The Ancient Magic of Hemomancy

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???'s D&D 5e Complete Overhaul

Hemocraft and The Bloodhunter Overhaul

Introduction

In a remote cave at the centre of a dense forrest, a witch recites a foul incarnation atop the bones of animals. She produces a ritual dagger from a sheath stowed on her hip and makes 3 marks in her arm, drawing the blood from the wound to drip on the bones.

Hemomancy is an old magic that focuses on the manipulation of the life energy contained with ones own blood to produce powerful magical effects and curses. Hemocraft is a school of magic adjacent to Necromancy, and much like necromancy, is widely considered taboo in many cultures. Hemomancy is mainly practised by amoral, or immoral individuals who want to manipulate the world for their own selfish means, though such individuals are not the only practicers. Blood Hunters make use of the magicks of hemocraft to often protect others.

Design

Hemomancy abilities are intended to be risk reward driven, offering powerful effects at the cost of ones own vitality. Not every hemocraft ability requires direct usage of blood, but many do. The spells are almost universally available to Wizards, Warlocks and Clerics but some particular spells are on other spell lists. There is also several subclasses for classes, such as Circle of the Blood Moon Druid, that gain acess to hemocraft spells. Also featured is a slight overhaul to Mathew Mercer's Blood Hunter class and subclasses.

Inspiration/Credit

A Lot of the general inspiration for the concept comes from general fantasy, but more particualry Mathew Mercers campaign setting, Witcher and Divinity Original sin. Some of the spell names and effects come from Divinity, particularly Odinblade's Necromancy overhaul Mod.

Document Layout

The document is split into several sections; Spells, Bloodhunter, Subclasses, and Feats.

Key

The following table is a key for the Class and Subclass feature Section

Symbol Meaning
* New
! Rework
^ Buff
- Removed
# Clarification at bottom of table

Part 1

Spells

Spells by Level

Hemomancy spells are ones that utilise the essence of a creaute's life, most of the time in the form of the casters vitality. The following list is list of spells, new and exisiting, that are considered to have the Hemomancy tag. New spells are donoted with a '*'

Cantips

  • *Blood Dart
  • *Syphon Vitality

1st level

  • Bane
  • *Blood Bolt
  • *Blood Pulse
  • False Life
  • Hex

2nd level

  • *Analyse Blood
  • *Asphyxiate
  • *Blood Barrage
  • *Blood Rain

3rd level

  • *Animate Blood
  • Bestow Curse
  • *Blood Presence
  • Life Transference
  • *Sanguine Torrent
  • *Mutagen
  • *Blood Sucker

4th level

  • *Dark Bargin
  • *Deathwish
  • *Haemorrhage
  • *Shackles of Pain

5th level

  • Contagion
  • *Last Rites
  • *Walk the Edge

6th level

  • *Duplicate Pain
  • Eyebite
  • *False Essence
  • *Sanguine Mantle

7th level

  • *Mass Shackles of Pain
  • *Scarlet Mist

8th level

  • *Frailty
  • *Rend Essence

9th level

  • *False Resurrection

New Spell Descriptions

The spells are presented in alphabetical order, except for False Resorection and Scarlet Mist that are at the end due to how long they are and formating issues that they cause. For each speli after the spell's level and schooi the classes whose spell lists the spell appears on are given in parentheses. These lists do not include subclasses that grant spells.

Analyse Blood

2nd Level Necromancy (Hemomancy), (Cleric, Warlock, Wizard)


  • Casting Time: 1 Action (Ritual)
  • Range: Touch
  • Components: V, S, M (1 oz of blood that is no older than 24 hours old, which is consumed)
  • Duration: Instantaneous

You read the necromantic energy trapped in blood like a book. You may only use the blood from a single creature for the material component of this spell. If you use blood from more than one source, the blood is muddied and the information is unintelligible.

Choose one of the following qualities to learn:

  • You learn the creature type that the blood belonged to. (Monstrosity, Undead, Humanoid, etc.)
  • You learn if the blood carries any diseases, poisons or curses.
  • You learn if the creature whose blood this is is alive or dead.
  • You learn the creatures age and sex.
  • You learn if the creature is within 10 miles of you.
  • You learn if the creature is on the same plane of existence as you.
  • You see a 6 second vision from the creature perspective leading up to the blood being spilled.
  • You learn the first name of the creature. (creatures with secret names such as Devils cannot have their secret name revealed with this spell.)
  • At the DM's option, you may choose an alternative piece of information, but it should be no more powerful than those described above. The DM has final say on such piece of information.

At Higher Levels: If you cast this spell using a spell slot of 3rd level or higher, you can learn one additional piece of information for each level above 2nd.

Animate Blood

3rd Level Necromancy (Hemomancy), (Cleric, Warlock, Wizard)


  • Casting Time: 1 Action
  • Range: 10ft
  • Components: V, S, M (a ceremonial dagger worth at least 5gp and blood of the caster, which is consumed)
  • Duration: Concentration, up to 1 minute

You slice across your arm with the ceremonial dagger used in this casting, spraying your droplets of your blood into the air which then where droplets animates under your control. Roll up to five d6. You take necrotic damage equal to the total rolled (This damage ignores resistance and immunity) and you aminate a number of droplets equal to the number of dice rolled.

When you cast the spell, and as a bonus action on subsequent turns, you can mentally command one or more of the droplets to move as long as they are within 120 feet of you. The droplets have a speed of 30 feet, and a climbing speed of 15 feet.

As an action on your turn, you can choose to see and hear from the location of one of the blood droplets until the end of your turn, becoming blinded and deafened to your own surroundings. Additionally, you may instead use your action to cause one or more of the droplets to explode in a burst of necromantic energy, destroying the droplet and damaging surrounding creatures. Each creature within 5 feet of the droplet must make a Constitution saving throw. The creature takes 2d12 necrotic damage on a failed save, or half damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can roll an additional d6 when determining how much damage you take for each level above 3rd.

Asphyxiate

2nd Level Necromancy (Hemomancy), (Bard, Druid, Sorcerer, Wizard)


  • Casting Time: 1 Action
  • Range: 30ft
  • Components: V, S
  • Duration: Instantaneous

You pull the wind right out of the lungs of a creature within range, causing them to choke. It must make a Constitution saving throw. On a failure, it begins to suffocate, taking 6d6 necrotic damage.

At the start of its next turn, the target will be able to breathe again unless impleaded by other means. This spell has no effect on creatures that do not need to breathe, such as most undead or constructs.

Blood Barrage

2nd Level Necromancy (Hemomancy), (Cleric, Warlock, Wizard)


  • Casting Time: 1 Action
  • Range: 120ft
  • Components: V, S, M (a ceremonial dagger worth at least 5gp and blood of the caster, which is consumed)
  • Duration: Instantaneous

You slice across your hand with the ceremonial dagger used in this casting, spraying your blood into the air where it then collects into 3 orbs of necrotic energy. You take 1d4 necrotic damage (ignoring resistance and immunity) per orb created and fire the necrotic orbs towards targets that you can see within range. You can fire the orbs at one target or at several. Make a ranged spell attack for each orb, on a hit a target takes 2d8 necrotic damage.

At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, create one additional orb for each level above 2nd.

Blood Bolt

1st Level Necromancy (Hemomancy), (Cleric, Warlock, Wizard)


  • Casting Time: 1 Action
  • Range: 120ft
  • Components: V, S, M (a ceremonial dagger worth at least 5gp and blood of the caster, which is consumed)
  • Duration: Instantaneous

You slice across your hand with the ceremonial dagger used in this casting, spraying your blood into the air where you then collect it into a ball of necrotic energy. You take 1d6 necrotic damage (ignoring resistance and immunity) and fire the necrotic ball at a target you can see within range. Make a ranged spell attack against the target, on a hit the target takes 3d12 necrotic damage.

At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage you take and the spell's damage increases by 1d6/1d12 respectively for each level above 1st.

Blood Dart

Necromancy Cantrip (Hemomancy), (Cleric, Warlock, Wizard)


  • Casting Time: 1 Action
  • Range: 120ft
  • Components: V, S, M (blood of the caster, that is consumed)
  • Duration: Instantaneous

Drawing from an existing open wound, or creating one during the casting of this spell, you create a dart of blood and fire it at a target you can see within range. You take 1d4 necrotic damage (ignoring resistance and immunity). Make a ranged spell attack, against the target. On a hit the target takes 1d12 necrotic damage.

The damage you take and the spell's damage increases by 1d4/1d12 respectively when you reach 5th level (2d4/2d12), 11th level (3d4/3d12), and 17th level (4d4/4d12).

Blood Presence

3rd Level Necromancy (Hemomancy), (Cleric, Warlock, Wizard)


  • Casting Time: 1 Minute (Ritual)
  • Range: Touch
  • Components: V, S, M (A ceremonial dagger worth at least 5gp, blood of the caster, which is consumed, and a blood diamond worth at least 50gp, witch the spell consumes)
  • Duration: 1 hour per hit dice rolled

Using the ceremonial dagger, you draw a large amount of blood from yourself during the casting. Expend and roll a number of hit dice of your choice; you take necrotic damage equal to the number rolled (ignoring resistance and immunity). For a number of hours equal to the number of hit dice rolled, for every 10 hit points that the target is missing, they can add 1 necrotic damage to any damage they deal, and for every 50 hit points that they are missing, their critical hit range increases by 1.

Blood Pulse

1st Level Necromancy (Hemomancy), (Cleric, Warlock, Wizard)


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S, M (a ceremonial dagger worth at least 5gp and blood of the caster, which is consumed)
  • Duration: Instantaneous

You slice across your hand with the ceremonial dagger used in this casting drawing from the necromantic energy of your own blood. You take 1d6 necrotic damage (ignoring resistance and immunity) and a pulse of necrotic energy emits in an area around you. Each creature of your choice in a 10ft radius sphere centred on yourself must succeed on a Constitution saving throw. On a failed save, a creature takes 2d12 necrotic damage, or half as much if they succeeded the save.

At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage you take and the spell's damage increases by 1d6/1d12 respectively for each level above 1st.

Blood Rain

2nd Level Necromancy (Hemomancy), (Cleric, Warlock, Wizard)


  • Casting Time: 1 Action
  • Range: 90ft
  • Components: V, S, M (a ceremonial dagger worth at least 5gp and blood of the caster, which is consumed)
  • Duration: 3 Rounds

You slice across your arm with the ceremonial dagger used in this casting, spraying your blood into the air which then where it collects into red clouds and a terrible blood rain begins to pour in a 20ft radius, 40 ft high area. Roll 1d8 and consult the table below, you take necrotic damage equal to the roll multiplied by the level of the spell (this ignores resistance and immunity):

d8 Effect
1 Blood rain pours in the area, coating creatures and surface and douses exposed nonmagical flames. The area is lightly obscured by the rain. Any creature that starts its turn in the rain must make a Constitution saving throw or take 1d6 necrotic damage.
2-3 Blood rain pours in the area, coating creatures and surface and douses exposed nonmagical flames. The area is heavily obscured by the rain. Any creature that starts its turn in the rain must make a Constitution saving throw or take 1d8 necrotic damage.
3-5 Blood rain pours in the area, coating creatures and surface and douses exposed nonmagical flames. The area is heavily obscured by the rain. Any creature that starts its turn in the rain must make a Constitution saving throw or take 1d10 necrotic damage.
6-7 Blood rain pours in the area, coating creatures and surface and douses exposed nonmagical flames. The area is heavily obscured by the rain. Any creature that starts its turn in the rain must make a Constitution saving throw or take 1d12 necrotic damage. Any that is within the rain has its resistance to necrotic damage suppressed while it remains inside.
8 Blood rain pours in the area, coating creatures and surface and douses exposed nonmagical flames. The area is heavily obscured by the rain. Any creature that starts its turn in the rain must make a Constitution saving throw or take 1d12 necrotic damage. Any creature that is within the rain gains vulnerability to necrotic damage while it remains inside.

At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the duration increases by 1 round for each level above 2nd.

Blood Sucker

3rd Level Necromancy (Hemomancy), (Cleric, Warlock, Wizard)


  • Casting Time: 1 Minute (ritual)
  • Range: Touch
  • Components: V, S, M (A ceremonial dagger worth at least 5gp, blood of the caster, which is consumed, and a blood diamond worth at least 50gp, witch the spell consumes)
  • Duration: 1 Hour per hit dice expended

Using the ceremonial dagger, you draw a large amount of blood from yourself during the casting. Expend and roll a number of hit dice of your choice; you take necrotic damage equal to the number rolled (ignoring resistance and immunity). For a number of hours equal to the number of hit dice rolled, the target recovers 1 hit point for every 3 points of necrotic damage they deal with a spell or attack.

Dark Bargain

4th Level Necromancy (Hemomancy), (Cleric, Warlock, Wizard)


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S, M (a ceremonial dagger worth at least 5gp and blood of the caster, which is consumed)
  • Duration: 1 Round plus the number of d6 rolled

You sacrifice some of your vitality for power. You may roll up to 4 d6. You take necrotic damage (that ignores resistance and immunity) equal to the number rolled and your Constitution score is reduced by a number equal the number of d6 rolled (to a minimum of 1). For a number of rounds equal to 1 plus the number of d6 rolled, a stat of your choice, other than Constitution, increases by an amount equal to the reduction in Constitution, and you may take an additional action on each of its turns (including the one you cast this spell on). The stat changes revert after the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of d6 you may roll increases by 1 for each level above 4th.

Deathwish

4th Level Necromancy (Hemomancy), (Cleric, Warlock, Wizard)


  • Casting Time: 1 Reaction which you take in response to being reduced to 0 hit points
  • Range: 120ft
  • Components: V, S, M (a ceremonial dagger worth at least 5gp and blood of the caster, which is consumed)
  • Duration: Instantaneous

As you fall you impale yourself with the ceremonial dagger used in the casting of this spell. You immediately suffer 2 death saving throws, and one level of exhaustion. One creature of your choice within 120 feet of you gains temporary hit points equal to your maximum hit points. While that creature has those temporary hit points, whenever they take damage, they can cause the attacker to take necrotic damage equal to your spellcasting ability modifier.

Duplicate Pain

6th Level Necromancy (Hemomancy), (Cleric, Warlock, Wizard)


  • Casting Time: 1 Reaction which you take in response to a creature that you can see taking damage
  • Range: 30ft
  • Components: V, S, M (a ceremonial dagger worth at least 5gp and blood of the caster, which is consumed)
  • Duration: Instantaneous

You call upon dark necrotic energy to duplicate the damage one creature takes to another. When you see a creature that is within 30 feet of you takes damage, you can expend your own life force to duplicate that damage upon another target. You take necrotic damage equal to half as much damage as the triggering damage (this ignores resistance and immunity). You may then choose another creature within 30 feet of you (this cannot be the same creature that trigged the spell); that creature must succeed on a Constitution saving throw. On a failure the creature takes necrotic damage equal to the triggering damage, or half as much on a success.

False Essence

6th Level Necromancy (Hemomancy), (Cleric, Warlock, Wizard)


  • Casting Time: 1 Action
    • Range: self
  • Components: V, S, M (a ceremonial dagger worth at least 5gp and blood of the caster, which is consumed)
  • Duration: 1 Hour

You invoke ancient necromantic magic to give you false vitality. You are reduced to 1 hit point, and you immediately gain temporary hit points equal to twice the hit point you lost by casting this spell. These temporary hit points are lost when the spell ends.

Frailty

8th Level Necromancy (Hemomancy), (Cleric, Warlock, Wizard)


  • Casting Time: 1 Action
  • Range: 120ft
  • Components: V, S, M (a ceremonial dagger worth at least 5gp and blood of the caster, which is consumed)
  • Duration: Concentration, up to 1 hour

You attempt mark a creature with a curse, sacrificing your own vitality to do so. Expend and roll any number of your remaining hit dice. You take necrotic damage equal to the number rolled (this ignores resistance and immunity). The target must succeed on a Wisdom saving throw, taking a -1 penalty to the roll for each hit dice expended. On a failure the target is cursed, Whenever the target casts a spell while cursed, it takes necrotic damage equal to a roll of the hit dice you expended and it must make a concentration check or the spell fails.

The nature of this curse is potent and requires a spell capable of removing curses of at least 8th level or higher to remove the curse successfully.

Haemorrhage

4th Level Necromancy (Hemomancy), (Cleric, Warlock, Wizard)


  • Casting Time: 1 Action
  • Range: 60ft
  • Components: V, S, M (a ceremonial dagger worth at least 5gp and blood of the caster, which is consumed)
  • Duration: Concentration, up to 1 minute

You slice into yourself, drawing necromantic energy from your blood to thin, agitate, and accelerate the blood of another creature that you can see within range. You take 4d6 necrotic damage (ignoring resistance and immunity) and the target must make a Constitution saving throw. On a failed saving throw, the target takes 4d12 necrotic damage and its blood thin and easy to spill. Until the spell ends, the target has disadvantage on constitution saving throws and checks, and whenever the target takes bludgeoning, piercing, slashing, force, or necrotic damage, that damage is increased by 1d12.

On a successful saving throw, the target takes 4d12 necrotic damage, but is otherwise unaffected. A target that doesn't have blood automatically succeeds the saving throw.

At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the damage that you take and the original necrotic damage increases by 1d6/1d12 respectively for each spell level above 4th.

Last Rites

5th Level Necromancy (Hemomancy), (Cleric, Warlock, Wizard)


  • Casting Time: 1 Action
  • Range: 30ft
  • Components: V, S, M (a ceremonial dagger worth at least 5gp, and a blood diamond worth at least 300gp, which the spell consumes)
  • Duration: Instantaneous

You plunge the ceremonial dagger deep into your body, drawing an immense amount of blood and necromantic energy. Expend all your remaining hit dice and then roll a number of hit dice equal to your level; you take necrotic damage equal to the number rolled (ignoring resistance and immunity). If this would reduce you bellow 1 hit point, you instead drop to 1 hit point and the spell fails and is wasted.

You target a creature that has died within the last week, and wasn't undead. Roll a d20 and add your spellcasting ability modifier and a bonus equal to the number of hit dice you expended against a DC of 8 + 1 for each previous successful resurrection the character has undergone. On a success the target creature is restored to life with hit points equal to the necrotic damage you took, on a failure nothing happens and no other resurrection attempts can be attempted on that creature until a resurrection spell with a casting time higher than 1 action is successfully cast on it. You then gain one level of exhaustion.

This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.

Mass Shackles of Pain

7th Level Necromancy (Hemomancy), (Cleric, Warlock, Wizard)


  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: V, S, M (a rusted iron chain)
  • Duration: Concentration, up to 1 minute

You lash out ethereal chains that link yourself to other creatures that you can see within range. Each creature of your choice within 30 feet of you must succeed on a Wisdom saving throw, becoming magically linked to you for the duration on a failure. While linked in this way, whenever you take damage, the linked creatures takes necrotic damage equal to the damage you took.

This effect can be removed by a remove curse spell or similar magic.

Mutagen

3rd Level Necromancy (Hemomancy), (Cleric, Druid, Warlock)


  • Casting Time: 1 Action
  • Range: 30ft
  • Components: V, S, M (rotten tooth)
  • Duration: Instantaneous

Make a ranged spell attack against one creature that you can see within 30 ft. On hit, the target takes 3d8 necrotic damage for each of the following effects that the target is subjected to:

  • Blinded
  • Charmed
  • Deafened
  • Frightened
  • Paralyzed
  • Petrified
  • Poisoned
  • Stunned
  • Bruised (Bellow 75% health)
  • Bloodied (Bellow 50% health)
  • Wounded (Bellow 25% health)

The creature then can make a Constitution Saving throw against your spell DC, if it succeeds it can immediately end any of the effects that dealt the damage to it.

The DM might decide a effect not listed above might also count, such as enemies in a weakened state due to the ray of enfeeblement spell or cursed by the hex or bestow curse spells. In that cause also add an extra 3d8 necrotic damage for each of those effects. These effects should only be ones that are detrimental to the creature and have a theme of a sickly curse or affliction. For example, creatures under the effect of a web spell, would not suffer additional damage. Additionally, if a effect causes one of the conditions mentioned above, such as the phantasmal killer spell, the creature doesn't suffer additional damage from the effect.

At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the range increases to 60ft. If you use a spell slot of 5th level or higher, the creature has disadvantage on the saving throw it can made to remove the effects that dealt damage to it. If you use a spell slot of 6th level or higher, the necrotic damage increases by 1d8 per effect the target is subjected to. If you use a spell slot of 7th level or higher, the range increases to 90ft. If you use a spell slot of 8th level or higher, the creature cannot make a saving throw to end any of the effects that dealt the damage to it. If you use a 9th level spell slot, you can maximise the damage dealt to the creature; if you do any effects that caused damage to the creature immediately end.

Rend Essence

8th Level Necromancy (Hemomancy), (Cleric, Warlock, Wizard)


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S, M (A ceremonial dagger worth at least 5gp, a black ruby worth at least 250gp, and the blood of the caster, which the spell consumes.)
  • Duration: Instantaneous

Drawing from the necromantic energy from your own blood you send a pulse of negative energy in a wave around you. You may expend and roll any number of your remaining hit dice. You take necrotic damage equal to the number rolled that ignores resistance and immunity. Each creature within a number of feat equal to 5 multiplied by the number of hit dice expended of you must succeed on a Constitution saving throw. On a failure a creature immediately loses any temporary hit points it has and takes necrotic damage equal to the number of temporary hit points lost, or it takes 10d10 necrotic damage (whatever would result in a higher number of effective HP lost).

You then gain a number of temporary hit points equal to the necrotic damage dealt, to a maximum number of temporary hit points equal to your maximum hit points.

Sanguine Mantle

6th Level Necromancy (Hemomancy), (Cleric, Warlock, Wizard)


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S, M (A ceremonial dagger worth at least 5gp, a ruby worth at least 100gp, and the blood of the caster, which the spell consumes.)
  • Duration: Concentration, up to 10 minutes

You plunge the ceremonial dagger into your own body, and from the wound a fine crimson mist spreads out and surrounds the target in a 15 ft sphere centred on it. You take 5d4 necrotic damage (ignoring resistance and immunity). When this mist appears, the target can designate any number of creatures that it can see to be unaffected by it. An affected creature has its necrotic resistance nullified while within the area, and whenever a creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 5d8 necrotic damage and suffers disadvantage on the first attack roll they make before the end of their next turn. On a successful save, the target takes half as much damage.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the self damage and damage increases by 1d4/1d8 respectively for each slot level above 6th.

Sanguine Torrent

3rd Level Necromancy (Hemomancy), (Cleric, Warlock, Wizard)


  • Casting Time: 1 Action
  • Range: 120ft
  • Components: V, S, M (a ceremonial dagger worth at least 5gp and blood of the caster, which is consumed)
  • Duration: Instantaneous

You slice across your hand with the ceremonial dagger used in this casting drawing from the necromantic energy of your own blood. You take 2d6 necrotic damage (ignoring resistance and immunity) and unleash a torrent of blood to a location that you can see within range. A explosion of red necrotic energy then erupts into a 20 ft sphere centred where the torrent landed. Each creature of your choice within the area must succeed on a Constitution saving throw. On a failed save, a creature takes 4d12 necrotic damage, or half as much if they succeeded the save. A creature within 5 feet of the centre takes an additional 1d12 necrotic damage, or half as much on a successful save.

At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the damage you take and the spell's damage increases by 1d6/1d12 respectively for each level above 3rd.

Shackles of Pain

4th Level Necromancy (Hemomancy), (Cleric, Paladin, Warlock, Wizard)


  • Casting Time: 1 Bonus Action
  • Range: 60ft
  • Components: V, S, M (a rusted iron chain)
  • Duration: Concentration, up to 1 minute

You lash out ethereal chains that link yourself to another creature that you can see within range. That creature must succeed on a Wisdom saving throw, becoming magically linked to you for the duration on a failure. While linked in this way, whenever you take damage, the target takes necrotic damage equal to the damage you took.

This effect can be removed by a remove curse spell or similar magic.

Syphon Vitality

Necromancy Cantrip (Hemomancy), (Cleric, Warlock, Wizard)


  • Casting Time: 1 Action
  • Range: 60ft
  • Components: V, S
  • Duration: Instantaneous

You point at one creature you can see within range, and a green beam streaks from your outstreached finger towards the creature. The target must succeed on a Constitution saving throw or take 1d8 necrotic damage. On a failure, you can also add 1d4 on the next saving throw you make before the start of your next turn.

The spell’s damage increases by one die when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Walk the Edge

5th Level Necromancy (Hemomancy), (Cleric, Warlock, Wizard)


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S (a ceremonial dagger worth at least 5gp and blood of the caster, which is consumed)
  • Duration: 1 Round per hit dice expended

You cut into yourself, sacrificing your vitality to ward against death. Expend and roll any number of hit dice; your maximum hit points is reduced by that amount, if this would reduce your maximum number of hit points bellow 1, you instantly die.

For a number of rounds equal to the number of hit dice expended, your hit points cannot be reduced below 1.

If the spell is still in effect when you are subjected to an effect that would kill you instantaneously without dealing damage, that effect is instead negated, and the spell ends.

The maximum hit point reduction lasts until you finish a short or long rest or until you die.

False Resurrection

9th Level Necromancy (Hemomancy), (Cleric, Warlock, Wizard)


  • Casting Time: 1 Hour
  • Range: Touch
  • Components: V, S, M (a ceremonial dagger worth at least 5gp, supplies to create the ritual worth at least 3000gp, and a blood diamond worth 2000 gp, which the spell consumes)
  • Duration: Instantaneous

You plunge the ceremonial dagger deep into your body, drawing an immense amount of blood and necromantic energy. Expend any number of your remaining hit dice and then roll them; you take necrotic damage equal to the number rolled (ignoring resistance and immunity). If this would reduce you bellow 1 hit point, you instead drop to 1 hit point and the spell fails and is wasted.

You touch a creature that has died within the last 10 years, and attempt to restore them to life.

If the soul isn't willing to be resurrected, the creature can make a Wisdom check contested with a check with your spellcasting ability, the target gains a +1 bonus to this roll for evry 3 months it has been dead, and you gain a +1 bonus for each hit dice expended. On a success, the target can choose to be resurrected normally, or to not be resurrected. On a failure, or if the soul was willing to be be resurrected, you can choose to assert your complete control over the creature after it is restored to life. You must provide a soul gem to bind a part of the creatures soul to, the size and cost of which depends on the power of the creature (this is determined by the DM and would be in the region of 100gp for a common person, 1000gp for a mid level adventurer, or in excess of 10000gp for an exceptionally powerful adventurer or creature). While you are in possession of the soul gem, and on the same plane of existence as the creature whose soul is bound to it, you can assert control over the creature. You have complete control over the physical body of the target, allowing you to communicate with it and command it mentally (no action required by you) to undertake any task that it is capable of, however the creature retains its personality and consciousness. While it can talk to you in a hostile manner, taunt you, and even lie to you, it is unable to thwart your plans directly by performing actions such as giving away your position to nearby enemies, or leading you into a trap the servant itself is aware exists. You can maintain control over your target indefinitely while in possession of the soul gem, or can release your control at any point.

Once per day, you can assert more control over the creature that you have bound to your service. Expend a number of hit dice, rolling them and taking necrotic damage equal to the number rolled (this damage cannot be reduced in anyway). For a number of hours equal to the number rolled, you gain complete control over the creature, controlling now even its speech, though it is still conscious and aware of its surroundings. While asserting this control over a creature you can force it to tell you information it knows, to which it must answer honestly.

Whenever you assert any control over a creature, it can attempt to resist. It can make a Wisdom saving throw (matching your spell DC counts as a failure), on a success it resists your command until the start of your next turn and it is able to take a single action, bonus action, or move up to its speed. On a failure the creature must continue with your command, and it cannot attempt to resist again for 1 hour per every 1 it failed the save by.

While part of the creatures soul is contained within the soul gem, it is under the effect of a necromantic curse witch can be detected by magic designed to detect curses. This curse can only be removed by a wish spell, if the creature is dead (and its soul is not prevented from leaving the material plane) for more than a month, or if the soul gem containing the part of the creatures soul is destroyed, after which it regains complete control over its body.

If you die, the soul gems are no longer linked to you. Another creature can attempt to assert its control over the soul who is bond to a soul gem by expending a spell slot of at least 5th level, and performing a 1 hour long ritual that expends 500gp worth of components. At the end of the ritual the creature who attempted the ritual makes a check with their spellcasting ability, gaining a +1 bonus for each spell slot expended above 5th, against the a Wisdom check of the creature whose soul is partly contained within the soul gem.

When being resurrected the creature gains no insight that you may be trying to enslave it and regardless of success or failure, you (and the target) then gain one level of exhaustion and suffer a −2 penalty to all attack rolls, saving throws, and ability checks, the penalty being reduced by one after each long rest until it disappears.

The spell restores a number of hit points to the target equal to the necrotic damage that you took, and the spell neutralizes any poison and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects, if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. If the creature is lacking body parts or organs integral for survival, they are restored, however, this spell cannot restore a missing head.

Scarlet Mist

7th Level Necromancy (Hemomancy), (Cleric, Warlock, Wizard)


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S, M (A ceremonial dagger worth at least 5gp, a ruby worth at least 500gp, and the blood of the caster, which the spell consumes)
  • Duration: Concentration, up to 10 minutes

Brilliant crimson sprays from your outstretched arms, creating a thick scarlet mist interwoven with ethereal translucent veins that pulse rhythmically. You may sacrifice, you own hit points to create up to 40 five-foot cubes of mist; you take 3 necrotic damage per cube you create (this damage cannot be reduced in anyway). The cubes can be arranged in anyway you like, the first one being created in your space and each subsequent one must be created adjacent to at least 1 other cube of mist. The area covered by the mist is heavily obscured, and the mist itself emits dim, red light for 5 feet. If a section of mist becomes isolated from you, for example, if a tight door is closed on it, that section of mist withers and disperses completely at the end of your next turn unless it is reconnected before then. Your awareness spreads throughout the mist, allowing you perceive creatures and objects in the area it occupies as if through blindsight. Whenever a creature enters the mist for the first time or starts its turn inside the mist, you can force that creature to make a Constitution saving throw. If it fails, it takes 4d8 necrotic damage. If it succeeds, it takes half as much. Undead and constructs are unaffected by the mist. The damage dealt by this spell is transferred to a pool of hit points possessed by the red mist. While you are inside the mist, you gain access to the following actions:

  • Expand. As an action, or bonus action on your turn, you can expend hit points from this pool, or your own hit points, to expand the mist: 5 hit points to fill a 5-foot cube of space with the mist. The new areas of expanded mist must be connected, and you can only expand up to 10 cubes in this way per turn.
  • Reclaim. As an action, or bonus action on your turn, you can reabsorb up to 10 cubes per turn reclaiming 3 hit points to the red mist's pool per cube.
  • Bolster. As an action, you can expend hit points from the mist's pool to heal yourself and other creatures of your choice within the mist's area. Divide the hit points you wish to spend among yourself and the chosen creatures. If you heal a creature above its maximum hit points, it gains temporary hit points equal to the remainder. Temporary hit points gained this way can stack, as long as they are obtained throughout the duration of the spell. A creature can possess a maximum amount of 35 temporary hit points gained from this spell. Undead and constructs cannot benefit from this.
  • Consume. As an action, choose one creature in the red mist's area that isn't an undead or a construct. That creature must make a Constitution saving throw. On a failure, it takes 3d8 + 20 necrotic damage. On a success, it takes half as much. If a creature is reduced to 0 hit points by this effect, it becomes a withered husk and is killed. Half the damage dealt by this effect is added to the red mist's hit points.

A 5-foot section of mist is destroyed if it takes 15 or more radiant, necrotic, cold, or fire damage in a single turn, A section of mist has resistance to damage if it is adjacent to at least 3 other sections of mist and it has immunity to damage if it is adjacent to 5 of 6 sections of mist. If the mist is targeted by an attack or effect that deals psychic damage, you are treated as the target.

The spell ends early if you leave the mist or are no longer connected to it for too long. When you leave it, the mist begins to wither, no longer able to deal damage but still obscuring area and emitting dim light, and it dissipates entirely at the end of your next turn if you do not return to it before then.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the necrotic damage dealt by the spell increases by 1d8, the initial area and area that can be expanded or reclaimed each increase by 5-five-foot cubes, and maximum temporary hit points granted by the bolster action increases by 5 for each spell slot above 7th. The damage each 5-foot section of mist can take before being destroyed also increases by 5.

Part 2

The Bloodhunter Overhaul

Bloodhunter

Bloodhunter is a class is the most popular 3rd party class for 5e. It was made by Mathew Mecer and published on DnD beyond as apaert of their various partnerships. This is undoutably the reason for its possision where it is psudo offical and excepted in alot of home games. That being said, people also either think it is not very strong, or very stong. I am of the opinion of the former, majorly so, and thus have given it a complete overhaul to the class. In short I have implemented my Hemomancy spells more into the class. It is now a full on 1/3rd Caster using the Warlock spell rules, taking the main featues from the profane soul subclass and making it standard for the class, as such that subclass has been reworked. Additionally I have removed the whole thing about you choosing the main ability for the class and instead I have just made it use Intelligence so even out the number of each kind of caster.

As an additional note for the Profane subclass, warlock has received a rework as well witch includes having their additional spell lists automatically prepared and each patron having a unique eldritch blast, witch is also automatically prepared. This is relevant for the subclass and it is why the expanded spell list for it is also auto prepared.

Marred but resolute, his grimacing face dripping with sweat, a half-orc reddens a finger in the blood of his own wounds, then draws a glowing ruby glyph in the air between him and the bloody behemoth facing him. He grips the weightless sigil, twisting it to unleash streams of dark energy that curse the blood of the monster’s own veins to even the odds.

Blood hunters are clever warriors driven by an unending determination to destroy evils old and new. Armed with rites of secretive blood magic and a willingness to sacrifice their own vitality and humanity for their cause, they protect the realms from the shadows—even as they remain ever vigilant against being drawn to the darkness that consumes the monsters they hunt.

Sacrifice to Preserve Life

Far from the judging eyes of society, blood hunters have mastered the secretive techniquesof hemocraft,


finding blood magic’s esoteric nature effective against evils that resist divine rebuke or arcane bindings. Through careful study and practice, blood hunters hone the rites of hemocraft into unique combat techniques, forfeiting a portion of their own health to call blood curses down upon their enemies, cast powerful spells, or summon the elements to aid their strikes. Willing to suffer whatever it takes to achieve victory, these adept warriors have forged themselves into a potent force dedicated to protecting the innocent.

A Monster to Fight Monsters

Whether driven by the wish to make a difference, the need to take vengeance, or the hope of finding a place to belong in an uncaring world, every blood hunter has their own reasons for undertaking the ritual of the Hunter’s Bane that starts them on this path. In joining an order of blood hunters, one also joins a family bound by service to each other and a common cause. For many, this might be the only family they have left—or have ever known—making the kinship felt between blood hunters an all-but-unbreakable bond.

Outside the camaraderie of their orders, however, the life of a blood hunter is not an easy one. The ritual of the Hunter’s Bane can leave a character visibly changed, and prone to unsettling the people around them. Likewise, witnessing hemocraft can invoke superstitious fears from even the most learned scholars. While some cultures have come to accept the good deeds of many blood hunter orders, many blood hunters hide their calling unless absolutely necessary. They feel more comfortable in the wilds and wastes of the world, or drift through the outskirts of society, protecting the poor and defenseless from dark intention and the corrupting touch of fiends.

In choosing this path, every blood hunter irrevocably gives a part of themself to their cause—physically, emotionally, and sometimes morally. Each order of blood hunters practices its own ideals and methods, often employing techniques with dark origins that test the strength and will of those who employ them. Many wrestle with the fear of losing this struggle. And so a life of discipline and vigilance drives a blood hunter’s travels as they wander the countryside, in search of like-minded adventurers and whispers of dark deeds afoot.

The Blood Hunter
Level Proficiency Bonus Hemocraft Die Features Blood Curses Cantrips Konwn Spells Known Spell Slots Slot Level
1st +2 1d4 Hunter's Bane, Blood Maledict 1
2nd +2 1d4 Fighting Style, Crimson Rite 1
3rd +2 1d4 Blood Hunter Order, (*)Hemomancy, (*)Hemocraft Arcanum (1st level) 1 2 3 1 1st
4th +2 1d4 Ability Score Improvement 1 2 3 1 1st
5th +3 1d6 Extra Attack, (*)Hemocraft Savant 1 2 4 1 1st
6th +3 1d6 Brand of Castigation, Blood Maledict improvement 2 2 4 2 1st
7th +3 1d6 Blood Hunter Order feature, Crimson Rite improvement, (*)Hemocraft Arcanum (2nd level) 2 2 5 2 2nd
8th +3 1d6 Ability Score Improvement 2 2 5 2 2nd
9th +4 1d6 Grim Psychometry 2 2 6 2 2nd
10th +4 1d6 Dark Augmentation 3 3 6 2 2nd
11th +4 1d8 Blood Hunter Order feature 3 3 7 2 2nd
12th +4 1d8 Ability Score Improvement 3 3 7 2 2nd
13th +5 1d8 Brand of Tethering, Blood Maledict improvement, (*)Hemocraft Arcanum (3rd level) 3 3 8 2 3rd
14th +5 1d8 Hardened Soul, Crimson Rite improvement 4 3 8 2 3rd
15th +5 1d8 Blood Hunter Order feature 4 3 9 2 3rd
16th +5 1d8 Ability Score Improvement 4 3 9 2 3rd
17th +6 1d10 Blood Maledict improvement 4 3 10 2 3rd
18th +6 1d10 Blood Hunter Order feature 5 3 10 2 3rd
19th +6 1d10 Ability Score Improvement, (*)Hemocraft Arcanum (4th level) 5 3 11 2 4th
20th +6 1d10 Sanguine Mastery, (*)Hemocraft Arcanum (5th level) 5 3 11 2 4th

Optional Rule: Multiclassing

If your group uses the multiclassing rules from the Player’s Handbook, here’s what you need to know if you choose blood hunter as one of your classes.


Ability Score Minimum. As a multiclass character, you must have at least a Strength score or Dexterity score of 13 and an Intelligence score of 13 to take a level in this class, or to take a level in another class if you are already a blood hunter.


Proficiencies Gained. If blood hunter isn’t your initial class, you gain the following proficiencies when you take your first level as a blood hunter: light armour, medium armour, shields, simple weapons, martial weapons, and alchemist’s supplies.


Multiclassing with Warlock. If your blood hunter is level 3 or higher and has warlock levels, add one-third of your blood hunter levels (rounded down) to your warlock level and consult the warlock progression table in the Player’s Handbook for total spell slots, cantrips known, and spell slot level. If your blood hunter is part of the Order of the Profane Soul, you should consider aligning your Otherworldly Patron feature between both classes, but your DM might allow you to have two different patrons at their discretion.

Blood Hunter

As a Blood Hunter, you gain the following class features:

Hit Points


  • Hit Dice: 1d10 per blood hunter level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per blood hunter level after 1st

Proficiencies


  • Armour: Light armour, medium armour, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: Alchemist’s supplies

  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose three from Acrobatics, Arcana, Athletics, History, Insight, Investigation, Religion, and Survival

Equipment

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

  • a martial weapon or two simple weapons
  • a light crossbow and 20 bolts
  • studded leather armour or scale mail armour
  • an explorer’s pack and alchemist’s supplies

Hunter’s Bane

At 1st level, you have survived the Hunter’s Bane—a dangerous, long-guarded ritual that alters your life’s blood, forever binding you to the darkness and honing your senses against it. You have advantage on Wisdom (Survival) checks to track fey, fiends, or undead, as well as on Intelligence checks to recall information about such creatures.

The Hunter’s Bane also empowers your body to control and shape hemocraft magic, using your own blood and life essence to fuel your abilities. Some of your features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

Hemocraft Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Blood Maledict

Also at 1st level, you gain the ability to channel—or sometimes sacrifice—a part of your vital essence to curse and manipulate creatures through hemocraft magic. You know one blood curse of your choice, detailed in the “Blood Curses” section at the end of the class description. You learn one additional blood curse of your choice at 6th, 10th, 14th, and 18th level. Each time you learn a new blood curse, you can also choose one of the blood curses you know and replace it with another blood curse.

Each time you use your Blood Maledict feature, you choose which curse to invoke from the curses you know. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by taking necrotic damage equal to one roll of your hemocraft die. This damage can’t be reduced in any way. An amplified curse gains an additional effect, noted in the curse’s description. Creatures that do not have blood are immune to blood curses unless you have amplified the curse.

Once you use this feature, you must finish a short or long rest before you can use it again. You can use Blood Maledict twice between rests starting at 6th level, three times starting at 13th level, and four times starting at 17th level.

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.


Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.


Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.


Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.


Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Crimson Rite

Also at 2nd level, you learn to invoke a rite of hemocraft that infuses your weapon strikes with elemental energy. As a bonus action, you can activate any rite you know on one weapon you’re holding. The effect of the rite lasts until you finish a short or long rest. When you activate a rite, you take necrotic damage equal to one roll of your hemocraft die. This damage can’t be reduced in any way.

While the rite is in effect, attacks you make with this weapon are magical, and deal extra damage equal to your hemocraft die of the type determined by the chosen rite. A weapon can hold only one active rite at a time. Other creatures can’t gain the benefit of your rite.

You choose one rite from the crimson rites below when you first gain this feature. You learn an additional crimson rite at 7th level, and again at 14th level.


  • Rite of the Flame. The extra damage dealt by your rite is fire damage.
  • Rite of the Frozen. The extra damage dealt by your rite is cold damage.
  • Rite of the Storm. The extra damage dealt by your rite is lightning damage.
  • Rite of the Dead. The extra damage dealt by your rite is necrotic damage. (Prerequisite: 14th level)
  • Rite of the Oracle. The extra damage dealt by your rite is psychic damage. (Prerequisite: 14th level)
  • Rite of the Roar. The extra damage dealt by your rite is thunder damage. (Prerequisite: 14th level)

Blood Hunter Order

At 3rd level, you commit to an order of blood hunters whose philosophy will guide you throughout your life: the Order of the Ghostslayer, the Order of the Lycan, the Order of the Mutant, or the Order of the Profane Soul, each of which is detailed at the end of the class description. Your choice grants you features at 7th level and again at 11th, 15th, and 18th level.

Hemomancy

Also at 3rd level, you have learned how to draw of the power of hemocraft and forgotten magic to cast spells as a warlock does. See chapter 10 of the Player’s Handbook for the general rules of spellcasting and chapter 11 of the Player’s Handbook for the warlock spell list.


Cantrips

You learn two cantrips of your choice from the warlock spell list and one hemomancy cantrip of your choice. You learn an additional warlock cantrip of your choice at 10th level.


Spell Slots

The Blood Hunter table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 8th level, you have two 2nd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 2nd-level spell.


Spells Known of 1st Level and Higher

At 3rd level, you know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Blood Hunter table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 13th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.


Spellcasting Ability

Intelligence is your spellcasting ability for your warlock spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Spellcasting Focus

You can use an arcane focus for your warlock spells. Additionally, while you have an active Crimson Rite, you can use your weapon as a spellcasting focus.

Hemocraft Arcanum (1st level)

At 3rd level, your study and understanding of hemocraft has granted you a magical secret known as an Arcanum. Choose a hemomnacy spell of 1st level. You learn the chosen spell and can cast it once at 1st level, without expending a spell slot. Once you cast it in this way you must finish a short or long rest before you can do again.

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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Hemocraft Savant

Also starting at 5th level, you can channel some of the left over magic into protection after casting a hemomancy spell. When you cast a spell that has the hemomancy tag, you can gain temporary hit points equal to the spells level multiplied by your constitution modifier (minimum of 1).

Additionally when you finish a short rest, you may recover a number of hit dice equal to one roll of your Hemocraft Die. You can do this twice, after which you must finish a long rest before you can do so again

Brand of Castigation

At 6th level, when you damage a creature with a weapon for which you have an active crimson rite, you can channel hemocraft magic to sear an arcane brand into that creature (no action required). You always know the direction to the branded creature as long as it’s on the same plane as you. Further, each time the branded creature deals damage to you or a creature you can see within 5 feet of you, the branded creature takes psychic damage equal to your Intelligence modifier (minimum of 1).

Your brand lasts until you dismiss it or until you use this feature to apply a brand to another creature. Your brand can be dispelled with dispel magic, and is treated as a spell with a level equal to half your blood hunter level (maximum 9th level).

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

Hemocraft Arcanum (2nd Level)

At 7th level, your grasp of hemomancy has grown. Choose a hemomnacy spell of 2nd level or lower. You learn the chosen spell and can cast it once at second level, without expending a spell slot. Once you cast it in this way you must finish a short or long rest before you can do again.

Grim Psychometry

When you reach 9th level, you gain a supernatural talent for discerning the secrets surrounding mysterious relics or places touched by evil. Whenever you make an Intelligence (History) check to recall information about the sinister or tragic history of an object you are touching or your current location, you have advantage on the check. At the DM’s discretion, a suitably high roll might cause your character to experience brief visions of the past connected to the object or location.

Dark Augmentation

Starting at 10th level, the magic of hemocraft suffuses your body to permanently reinforce your resilience. Your speed increases by 5 feet, and you have a bonus to Strength, Dexterity, and Constitution saving throws equal to your Intelligence modifier (minimum of +1).

Brand of Tethering

Starting at 13th level, the psychic damage from your Brand of Castigation increases to twice your Intelligence modifier (minimum of 2). Additionally, a branded creature can’t take the Dash action, and if it attempts to teleport or to leave its current plane by any means, it takes 4d6 psychic damage and must make a Wisdom saving throw. On a failure, the attempt to teleport or leave the plane fails.

Heomacraft Arcanum (3rd Level)

At 13th level, your grasp of hemomancy has grown. Choose a hemomnacy spell of 3rd level or lower. You learn the chosen spell and can cast it once at third level, without expending a spell slot. Once you cast it in this way you must finish a short or long rest before you can do again.

Hardened Soul

When you reach 14th level, you have advantage on saving throws against being charmed and frightened.

Hemocraft Arcanum (4th Level)

At 19th level, your grasp of hemomancy has grown. Choose a hemomnacy spell of 4th level or lower. You learn the chosen spell and can cast it once at fourth level, without expending a spell slot. Once you cast it in this way you must finish a short or long rest before you can do again.

Sanguine Mastery

Upon reaching 20th level, your mastery of blood magic reaches its height, mitigating your sacrifice and empowering your expertise. Once per turn, whenever a blood hunter feature requires you to roll a hemocraft die, you can reroll the die and use either roll.

Additionally, whenever you score a critical hit with a weapon for which you have an active crimson rite, you regain one expended use of your Blood Maledict feature.

Hemocraft Arcanum (5th Level)

Also at 20th level, your grasp of hemomancy has grown. Choose a hemomnacy spell of 5th level or lower. You learn the chosen spell and can cast it once at fifth level, without expending a spell slot. Once you cast it in this way you must finish a short or long rest before you can do again.

Blood Curses

As a blood hunter, you have access to a range of blood curses that can tax the resilience of any foe.


Blood Curse of the Anxious

As a bonus action, you harry the body or mind of a creature within 30 feet of you, making them susceptible to forceful influence. Until the end of your next turn, Charisma (Intimidation) checks made against the cursed creature have advantage.

Amplify. The next Wisdom saving throw the cursed creature makes before this curse ends has disadvantage.


Blood Curse of Binding

As a bonus action, you attempt to bind a Large or smaller creature you can see within 30 feet of you, which must make a Strength saving throw. On a failure, the cursed creature’s speed is reduced to 0 and it can’t use reactions until the end of your next turn.

Amplify. This curse lasts for 1 minute and can affect any creature regardless of size. The cursed creature can repeat the saving throw at the end of each of its turns, ending the curse on itself on a success.


Blood Curse of Bloated Agony

As a bonus action, you curse a creature that you can see within 30 feet of you, causing its body to swell until the end of your next turn. For the duration, the creature has disadvantage on Strength checks and Dexterity checks, and takes 1d8 necrotic damage if it makes more than one attack during its turn.

Amplify. This curse lasts for 1 minute. The cursed creature can make a Constitution saving throw at the end of each of its turns, ending the curse on itself on a success.


  • Blood Curse of Corrosion
  • Prerequisite: 15th level, Order of the Mutant

As a bonus action, you cause a creature within 30 feet of you to become poisoned. The cursed creature can make a Constitution saving throw at the end of each of its turns, ending the curse on itself on a success.

Amplify. The cursed creature takes 4d6 necrotic damage when you inflict this curse, and it takes this damage again each time it fails a Constitution saving throw to end the curse.


  • Blood Curse of the Exorcist
  • Prerequisite: 15th level, Order of the Ghostslayer

As a bonus action, you choose one creature you can see within 30 feet of you that is charmed or frightened, or which is under a possession effect. The target creature is no longer charmed, frightened, or possessed.

Amplify. A creature that charmed, frightened, or possessed the target of your curse takes 3d6 psychic damage and must succeed on a Wisdom saving throw or be stunned until the end of your next turn.


Blood Curse of Exposure

When a creature you can see within 30 feet of you takes damage from an attack or spell, you can use your reaction to temporarily weaken its resilience. Until the end of the target’s next turn, it loses resistance to all the damage types dealt by the triggering attack or spell (including for that triggering effect).

Amplify. The target instead loses invulnerability to the damage types of the triggering attack or spell, but has resistance to those damage types until the end of its next turn.


Blood Curse of the Eyeless

When a creature you can see within 30 feet of you makes an attack, you can use your reaction to roll one hemocraft die and subtract the number rolled from the creature’s attack roll. You can choose to use this feature after the creature’s roll, but before the DM determines whether the attack hits or misses. The creature is immune to this curse if it is immune to the blinded condition.

Amplify. You apply this curse to all the creature’s attack rolls until the end of the creature’s turn. You roll separately for each affected attack.


Blood Curse of the Fallen Puppet

When a creature you can see within 30 feet of you drops to 0 hit points, you can use your reaction to instill that creature with a final act of aggression. The creature immediately makes one weapon attack against a target of your choice within its range.

Amplify. You can first cause the cursed creature to move up to half its speed, and you grant a bonus to its attack roll equal to your Hemocraft modifier (minimum of +1).


  • Blood Curse of the Howl
  • Prerequisite: 18th level, Order of the Lycan

As an action, you unleash a bloodcurdling howl. Each creature within 30 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. If a creature fails its saving throw by 5 or more, it is stunned while frightened in this way. A creature that succeeds on its saving throw is immune to this blood curse for the next 24 hours.

You can choose any number of creatures you can see to be unaffected by the howl.

Amplify. The range of this curse increases to 60 feet.


Blood Curse of the Marked

As a bonus action, you mark a creature that you can see within 30 feet of you. Until the end of your turn, whenever you hit the cursed creature with a weapon for which you have an active crimson rite, you roll an additional hemocraft die when determining the extra damage from the rite.

Amplify. The next attack roll you make against the target before the end of your turn has advantage.


Blood Curse of the Muddled Mind

As a bonus action, you curse a creature that you can see within 30 feet of you that is concentrating on a spell or using a feature that requires concentration. That creature has disadvantage on the next Constitution saving throw it makes to maintain concentration before the end of your next turn.

Amplify. The cursed creature has disadvantage on all Constitution saving throws made to maintain concentration until the end of your next turn.


  • Blood Curse of the Soul Eater
  • Prerequisite: 18th level, Order of the Profane Soul

When a creature that isn’t a construct or undead is reduced to 0 hit points within 30 feet of you, you can use your reaction to offer their life energy to your patron in exchange for power. Until the end of your next turn, you make attacks with advantage and you have resistance to all damage.

Amplify. Additionally, you regain an expended warlock spell slot. Once you’ve amplified this blood curse, you must finish a long rest before you can amplify it again.

Blood Hunter Orders

A handful of secretive orders shape and define the knowledge of the blood hunters, their members all guarding unique arrays of cryptic techniques and rituals. Characters must seek out one of these orders to even be granted access to the Hunter’s Bane rite that starts each blood hunter’s journey. But only once a blood hunter has proven their dedication and worth will an order’s most powerful secrets be revealed.

Order of the Ghostslayer

The Order of the Ghostslayer is the oldest of the blood hunter orders, its members having originally rediscovered the secrets of hemocraft and refined them for combat against the scourge of undeath. Ghostslayers seek out and study the moment of death, obsessing over the mystery of the transition from life, and the unholy power that can cause the dead to rise once more. These zealous blood hunters make it their life’s work to destroy the scourge of undeath wherever it is found, tuning their abilities to engage undead creatures and those who manipulate the necromancy that creates them.

Order of the Ghostslayer Features

Blood Hunter Level Features
3rd Rite of the Dawn, Curse Specialist
7th Aether Walk
11th Brand of Sundering
15th Blood Curse of the Exorcist
18th Rite Revival

Rite of the Dawn

When you join this order at 3rd level, you learn the Rite of the Dawn as part of your Crimson Rite feature. When you activate the Rite of the Dawn, the extra damage dealt by your rite is radiant damage. Additionally, while that rite is active on your weapon, you gain the following benefits:

  • Your weapon sheds bright light out to a range of 20 feet.
  • You have resistance to necrotic damage.
  • When you hit an undead creature with a weapon for which the Rite of the Dawn is active, you roll an additional hemocraft die when determining the extra damage from the rite.

Curse Specialist

Starting at 3rd level, you learn to master blood curses. You gain an additional use of your Blood Maledict feature. In addition, your blood curses can target any creature, whether it has blood or not.

Aether Walk

Upon reaching 7th level, at the start of your turn, you can magically step into the veil between the planes as long as you aren’t incapacitated. You can move through other creatures and objects as if they were difficult terrain, as well as see and affect creatures and objects on the Ethereal Plane. You take 1d10 force damage if you end your turn inside an object.

This feature lasts for a number of rounds equal to your Hemocraft modifier (minimum of 1 round). If you are inside an object when it ends, you are immediately shunted to the nearest unoccupied space and you take force damage equal to twice the number of feet you moved.

Once you use this feature, you must finish a short or long rest before you can use it again. You can use Aether Walk twice between rests starting at 15th level.

Brand of Sundering

Starting at 11th level, your Brand of Castigation exposes a fragment of your foe’s essence, leaving them vulnerable to your Crimson Rite feature. Whenever you hit a creature with a weapon for which you have an active crimson rite, you roll an additional hemocraft die when determining the extra damage from the rite. Additionally, if a branded creature has the Incorporeal Movement trait or a similar feature, it can’t move through creatures or objects while branded.

Blood Curse of the Exorcist

At 15th level, you hone your hemocraft to tear corruption from the minds and bodies of your allies—and to punish those responsible for it. You gain the Blood Curse of the Exorcist for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Rite Revival

Upon reaching 18th level, you learn to protect your fading life by reabsorbing the energy you feed to your weapons. If you have one or more crimson rites active and you are reduced to 0 hit points but don’t die outright, you can choose to have all your active crimson rites end and drop to 1 hit point instead.

Order of the Lycan

The ancient curse of lycanthropy is feared by nearly all peoples and cultures, passed through blood and seeding a host with the savage strength and hunger for violence of a wicked beast. The Order of the Lycan is a proud group of blood hunters who undergo “the Taming”—the ceremonial infliction of lycanthropy by a senior member of the order, for those who do not already carry the curse before seeking this path. These hunters then use the magic of their blood to harness the power of the monster they harbor, without losing themselves to it. Using intense will and secret blood magic rituals, members of the Order of the Lycan learn to control and unleash their hybrid forms for short periods of time. Enhanced physical prowess, unnatural resilience, and razor-sharp claws make these warriors a terrible foe to any evil that crosses their path. Yet no training is perfect, and without care and complete focus, even the greatest of blood hunters can temporarily lose themselves to their own hunger.

The Burden of Lycanthropy

Those inducted into the Order of the Lycan choose this path with conviction, understanding the terrible weight it imposes on them and the challenges it brings. Where most afflicted by the curse of lycanthropy grow wicked, deranged, and even murderous, Lycan blood hunters accept the gifts of the beast while maintaining control through intense training and the power of their blood magic. A member of the Order of the Lycan cannot spread their curse through blood unless they wish to, and one of the most sacred oaths of this order is to never infect another creature without the order’s sanction.

If a member of the Order of the Lycan is ever cured of their lycanthropic curse, it brings terrible shame to their name and the order. Members who have been cleansed against their will readily return to the order to undergo a renewed initiation of the Taming, reintroducing the curse to their bodies and restoring their honor.

Lycanthropy comes in many forms bound to specific beasts, with wolf, bear, tiger, boar, and rat the best-known variations. The particular strain of the lycanthropic curse defines the physical traits that manifest in a Lycan blood hunter’s hybrid transformation, even as the benefits the curse bestows remain relatively uniform.

Order of the Lycan Features

Blood Hunter Level Features
3rd Heightened Senses, (^)Hybrid Transformation
7th Stalker's Prowess
11th Advanced Transformation
15th Brand of the Voracious
18th Hybrid Transformation Mastery

Heightened Senses

When you choose this archetype at 3rd level, you gain the improved senses of a natural predator. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.

Hybrid Transformation

Also at 3rd level, you learn to control the lycanthropic curse that courses through your veins. As a bonus action, you transform into a special hybrid form for up to 1 hour. You can speak, use equipment, and wear armor while in this form, and can revert to your normal form as a bonus action. You automatically revert to your normal form if you fall unconscious or die.

This feature replaces the rules for lycanthropy in the Monster Manual. Once you use this feature, you must finish a short or long rest before you can use it again.


Hybrid Transformation Features While you are transformed, you gain the following benefits and drawbacks:


Feral Might. You have advantage on Strength checks and Strength saving throws, and you have a +1 bonus to melee damage rolls. This bonus increases to +2 at 11th level and to +3 at 18th level.


Resilient Hide. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons. Additionally, while you are not wearing heavy armor, you have a +1 bonus to AC.


Predatory Strikes. You can apply your Crimson Rite feature to your unarmed strikes, which you treat as one weapon. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, which deal 1d6 bludgeoning or slashing damage (your choice). This damage increases to 1d8 at 11th level.

Additionally, when you use the Attack action to make an unarmed strike, you can make one additional unarmed strike as a bonus action.


Bloodlust. If you start your turn with fewer hit points than half your hit point maximum, you must succeed on a DC 10 Intelligence saving throw or move directly toward the nearest creature and use the Attack action against that creature. If you’re concentrating on a spell or are under an effect that prevents you from concentrating (such as the barbarian’s Rage feature), you automatically fail this saving throw.

If you have your Extra Attack feature, you can choose whether to use it for this frenzied attack. If more than one creature is equally near to you, roll randomly to determine your target. Once your attack is resolved, you regain control of yourself.

Note for this ability, the change is that bloodlust is now a DC 10 Intelligence save rather than a DC 8 Wisdom save. I consider this a buff due to making the class less MAD and also beacuse you have proficeny in Intelligence saving throw witch offsets the +2 to the DC.

Stalker's Prowess

At 7th level, your speed increases by 10 feet, and you add 10 feet to your long jump distance and 3 feet to your high jump distance. Your hybrid form also gains the following additional benefit.

Improved Predatory Strikes. You have a +1 bonus to attack rolls made with your unarmed strike. This bonus increases to +2 at 11th level and to +3 at 18th level. Additionally, when you have an active crimson rite on your unarmed strike while in your hybrid form, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Advanced Transformation

At 11th level, you learn to unleash and control more of the beast within. You can use your Hybrid Transformation feature twice, regaining all expended uses when you finish a short or long rest. Your hybrid form also gains the following additional benefit.

Lycan Regeneration. At the start of each of your turns when you have at least 1 hit point but fewer hit points than half your hit point maximum, you gain hit points equal to 1 + your Constitution modifier (minimum of 1). If you are in hybrid form, you gain these hit points before you must make the saving throw for your bloodlust.

Brand of the Voracious

Starting at 15th level, you have advantage on the saving throw for your bloodlust while in hybrid form. Additionally, your Brand of Castigation can now bind a foe to your hunter’s ferocity. While in your hybrid form, you have advantage on attack rolls against a creature branded by you.

Hybrid Transformation Mastery

At 18th level, you have mastered your inner predator. You can use your Hybrid Transformation feature an unlimited number of times, and your hybrid form lasts until you revert to your normal form, fall unconscious, or die.

You also gain the Blood Curse of the Howl for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Order of the Mutant

The process of undertaking the Hunter’s Bane ritual is a painful, scarring, and sometimes fatal experience. Those who survive are irrevocably changed—and not always for the better. Over generations of experimentation, a splinter order of blood hunters honed the way in which hemocraft alters the body, using corrupted alchemy and toxic elixirs to alter their blood even further. Over time, they have modified their capabilities in battle, becoming something beyond what they once were. Calling themselves the Order of the Mutant, these blood hunters now specialize in assessing the strengths and weaknesses of their foes, altering their biology to be best prepared for any conflict.

Order of the Mutant Features

Blood Hunter Level Features
3rd (^)Mutagencraft
7th (^)Strange Metabolism
11th Brand of Axiom
15th Blood Curse of Corrosion
18th Exalted Mutation

Mutagencraft

When you choose this archetype at 3rd level, you learn to master forbidden alchemical formulas—known as mutagens—that can temporarily alter your mental and physical abilities.

As a bonus action, you consume a mutagen, whose effects and side effects last until you finish a short or long rest unless otherwise specified. While one or more mutagens are affecting you, you can use an action to focus and flush all mutagens from your system, ending their effects and side effects.

Mutagens are designed for the specific biology of the character who concocted them, and your mutagens have no effect on other creatures. They are also unstable by nature, losing their potency over time and becoming inert if not used before you finish your next short or long rest.

Mutagencraft Table

Blood Hunter Level Mutagens Created Formulas Known
3rd 1 4
7th 2 5
11th 2 6
15th 3 7
18th 3 8

Formulas.

The number of mutagens you can concoct when you finish a rest, and the number of formulas you know, increases as you gain levels in the blood hunter class, as shown on the Mutagencraft table above. Additionally, when you learn a new mutagen formula, you can replace one formula you already know with a new mutagen formula. You choose four mutagen formulas to learn from the options detailed at the end of this subclass description, and you can concoct one mutagen when you finish a short or long rest.

Strange Metabolism

When you reach 7th level, your body begins to adapt to toxins and venoms, ignoring their corrupting effects. You gain immunity to poison damage and the poisoned condition.

Additionally, you can trigger a burst of adrenaline that lets you temporarily resist the negative effects of a mutagen. As a bonus action, you can ignore the negative side effect of one mutagen affecting you for 1 minute. Once you do so, you can’t do so again until you finish a short or long rest.

Brand of Axiom

At 11th level, your mutagenic hemocraft lets your Brand of Castigation reveal a foe’s true nature. Any illusion or invisibility in effect on a creature when you brand it ends, and the creature can’t benefit from invisibility or illusion effects while branded by you. If a creature branded by you is in an alternative form (by way of the polymorph spell, the Change Shape action or Shapechanger trait, the Wild Shape feature, and similar effects), it must succeed on a Wisdom saving throw or revert to its true form and be stunned until the end of your next turn. Whenever a branded creature attempts to alter its form, it must succeed on a Wisdom saving throw or have the attempt fail, and it is stunned until the end of your next turn.

Blood Curse of Corrosion

Starting at 15th level, your blood curse can infuse a creature’s body with terrible toxins. You gain the Blood Curse of Corrosion for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Exalted Mutation

At 18th level, your body has adapted to produce mutagens naturally in a moment of need. As a bonus action, choose one mutagen currently affecting you. Its effects and side effects end, and you can immediately have a mutagen you know the formula for take effect in its place.

You can use this feature a number of times equal to your Hemocraft modifier (minimum of once). You regain all expended uses when you finish a long rest.

Mutagens

The mutagens that are part of your hemocraft are presented in alphabetical order. You can learn a mutagen at the same time you meet its prerequisites.


  • Aether
  • Prerequisite: 11th level

You have a flying speed of 30 feet for 1 hour. However, you have disadvantage on Strength checks and Dexterity checks during this time.


Alluring

Your skin and voice become malleable, allowing you to enhance your appearance and presence. You have advantage on Charisma checks. However, you have disadvantage on initiative rolls.


Celerity

Your Dexterity score increases by 3, as does your maximum for that score. However, you have disadvantage on Wisdom saving throws. Your Dexterity score and your maximum increase by 4 if you consume this mutagen at 11th level, and by 5 at 18th level.


Conversant

You have advantage on Intelligence checks. However, you have disadvantage on Wisdom checks.


  • Cruelty
  • Prerequisite: 11th level

When you use the Attack action, you can make one additional weapon attack as part of the action. However, you have disadvantage on Intelligence, Wisdom, and Charisma saving throws.


Deftness

You have advantage on Dexterity checks. However, you have disadvantage on Wisdom checks.


Embers

You have resistance to fire damage and vulnerability to cold damage.


Gelid

You have resistance to cold damage and vulnerability to fire damage.


Impermeable

You have resistance to piercing damage and vulnerability to slashing damage.


Mobility

You have immunity to the grappled and restrained conditions. However, you have disadvantage on Strength checks. At 11th level, you are also immune to the paralyzed condition.


Nighteye

You have darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 60 feet. However, you have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.


Percipient

You have advantage on Wisdom checks. However, you have disadvantage on Charisma checks.


Potency

Your Strength score increases by 3, as does your maximum for that score. However, you have disadvantage on Dexterity saving throws. Your Strength score and your maximum increase by 4 if you consume this mutagen at 11th level, and by 5 at 18th level.


  • Precision
  • Prerequisite: 11th level

Your weapon attacks critical hit range increases by 1. However, you have disadvantage on Strength saving throws.


Rapidity

Your speed increases by 10 feet. However, you have disadvantage on Intelligence checks. At 15th level, your speed increases by an additional 5 feet.


  • Reconstruction
  • Prerequisite: 7th level

For 1 hour, at the start of each of your turns when you have at least 1 hit point but fewer hit points than half your hit point maximum, you regain hit points equal to your proficiency bonus. However, your speed is reduced by 10 feet during this time.


Sagacity

Your Intelligence score increases by 3, as does your maximum for that score. However, you have disadvantage on Charisma saving throws. Your Intelligence score and your maximum increase by 4 if you consume this mutagen at 11th level, and by 5 at 18th level.


Shielded

You have resistance to slashing damage, and you have vulnerability to bludgeoning damage.


Unbreakable

You have resistance to bludgeoning damage, and you have vulnerability to piercing damage.


Vermillion

You gain an additional use of your Blood Maledict feature. However, you have disadvantage on death saving throws.

Order of the Profane Soul

Blood hunters belonging to the Order of the Profane Soul have pushed the limits of hemocraft for use against some of the most terrifying creatures corrupting the world. Ancient fiends and cruel magic-users have long counted on their ability to meld into the background and escape those who hunt them, vanishing into noble courts without a trace, or bending the minds of the most stalwart warriors with but a glance. So the blood hunters who founded this order trusted to their resilience as they delved into the same well of corrupting arcane knowledge, making pacts with lesser evils to better combat the greater threats. And though they might have traded a part of themselves for their power, the members of this order know the benefits of that power far outweigh the price.

Order of the Mutant Features

Blood Hunter Level Features
3rd (#!)Otherworldly Patron, (##-)Pact Magic, (^)Rite Focus, (*)Expanded Spell List
7th (^)Mystic Frenzy, (###-)Revealed Arcana (*)Pact Boon
11th Brand of the Sapping Scar
15th (####!)Unsealed Arcana
15th Blood Curse of the Souleater

  • #Removed The Undying (reasons for that in my warlock subclasses revised) and added The Dragon.
  • ##Now a core feature
  • ###Not needed due to expanded spell list
  • ####Same name, completly differant ability

Otherworldly Patron

When you reach 3rd level, you strike a bargain with an otherworldly being of your choice:

  • The Archfey, the Fiend, or the Great Old One, detailed in the Player’s Handbook
  • The Celestial or the Hexblade, from Xanathar’s Guide to Everything
  • The Fathomless or the Genie, from Tasha’s Cauldron of Everything
  • The Undead, from Van Richten’s Guide to Ravenloft
  • The Dragon, from my homebrew; Warlock Subclasses Revised

The choice you make augments some of your subclass features, as noted below.

Rite Focus

Also at 3rd level, your weapon becomes a conduit for the power of your pact with your chosen patron. While you have an active crimson rite, you can use your weapon as a spellcasting focus for your warlock spells.

You also gain a specific benefit based on your chosen pact:


The Archfey When you damage a creature with a weapon for which you have an active crimson rite, that creature glows with faint light until the end of your next turn. For the duration, other creatures have advantage on attacks against it and it cannot benefit from being invisible.


The Celestial

As a bonus action, you expend one use of your Blood Maledict feature to heal one creature you can see within 60 feet of you. That creature regains a number of hit points equal to one roll of your hemocraft die + your Intelligence modifier (minimum of +1).


The Dragon

You learn the Rite of the Dragon as part of your Crimson Rite feature. When you activate the Rite of the Dragon, choose one of the following damage types: acid, cold, force, lightning, necrotic, poison, psychic, radiant, thunder, or fire. the extra damage dealt by your rite is the chosen damage type. Additionally, while the Rite of the Dragon is active you gain resistance to the chosen damage type.


The Fathomless

You can breathe underwater. Additionally, when you damage a creature with a weapon for which you have an active crimson rite, you can reduce that creature’s speed by 10 feet until the start of your next turn.


The Fiend

When you deal Rite damage, if you roll a 1 or 2 on the damage die for extra damage from the rite, you can reroll the die and choose which roll to use.


The Genie

As a bonus action, you expend a use of your Blood Maledict feature to give yourself a flying speed equal to your walking speed, which lasts for a number of rounds equal to your Intelligence modifier (minimum of 1 round).


The Great Old One

When you reduce a creature hit points to 0, or score a critical hit against a creature, that creature and any other creatures of your choice within 10 feet of it are frightened of you until the end of your next turn.


The Hexblade

While a Rite is active, your critical hit range for the weapon that the Rite is active on increases by 1. Additionally, when you deal Rite damage, the target takes additional damage equal to your proficiency bonus.


The Undead

When you reduce a hostile creature of at least mild threat (DM’s discretion) to 0 hit points, you regain a number of hit points equal to one roll of your hemocraft die.

Expanded Spell List

Your patron grants you additional power in the form of an expanded list of spells. You learn additional spells when you reach certain levels in this class, as shown on the spells table for your patron. Each of these spells counts as a Warlock spell for you, but it doesn’t count against the number of Warlock spells you know.

*Each List has a specific version of Eldritch Blast, that are detailed at the end of this subclass


The Archfey

Spell Level Spells
1st Faerie Fire, *Eldritch Blast(Archfey)
2nd Calm Emotions
3rd Blink
4th Greater invisibility

The Celestial

Spell Level Spells
1st Cure Wounds, *Eldritch Blast(Celestial)
2nd Lesser Restoration
3rd Revivify
4th Guardian of Faith

The Dragon

Spell Level Spells
1st Chromatic Orb, *Eldritch Blast(Dragon)
2nd Dragon's Breath
3rd Protection from Energy
4th Polymorph

The Fathomless

Spell Level Spells
1st Create or Destroy Water, *Eldritch Blast(Fathomless)
2nd Silence
3rd Lightning Bolt
4th Summon Elemental (water only)

The Fiend

Spell Level Spells
1st Burning Hands, *Eldritch Blast(Fiend)
2nd Scorching Ray
3rd Fireball
4th Wall of Fire

The Genie

Spell Level Spells
1st Detect Evil and Good, *Eldritch Blast(Genie)
2nd Phantasmal Force
3rd Create Food and Water
4th Phantasmal Killer

The Great Old One

Spell Level Spells
1st Dissonant Whispers, *Eldritch Blast(Great Old One)
2nd Detect Thoughts
3rd Sending
4th Black Tentacles

The Hexblade

Spell Level Spells
1st Wrathful Smite, *Eldritch Blast(Hexblade)
2nd Blur
3rd Elemental Weapon
4th Staggering Smite

The Undead

Spell Level Spells
1st Bane, *Eldritch Blast(Undead)
2nd Blindness/Deafness
3rd Animate Dead
4th Death Ward

Mystic Frenzy

Starting at 7th level, when you use your action to take the attack action on your turn, you can cast a cantrip or hemomancy spell that has a casting time of 1 action in place of one of the attacks provided by your Extra Attack feature.

Pact Boon

At 7th level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.


Pact of the Blade

You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see the Weapons section for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.


Pact of the Chain

You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.

When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.

Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction.


Pact of the Talisman

Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.

If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.


Pact of the Tome

Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known. If they don’t appear on the warlock spell list, they are nonetheless warlock spells for you.

If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

Brand of the Sapping Scar

Upon reaching 11th level, your Brand of Castigation feature digs dark arcane scars into your target, leaving them vulnerable to your magic. A creature branded by you has disadvantage on saving throws against your warlock spells.

Unsealed Arcana

At 15th level, your have learned how to augment your spells with hemocraft magic. While you have an active Rite and you cast a spell that deals damage, you can add the Rites damage to the damage that the spell deals.

Blood Curse of the Souleater

Starting at 18th level, you learn to siphon the life energy from your fallen prey. You gain the Blood Curse of the Soul Eater for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Eldritch Blast

Details about the patron specific vertions of eldritch blast are listed bellow:


  • Eldritch Blast(Archfey)
  • Evocation Cantrip

  • Casting Time: 1 Action
  • Range: 120 ft
  • Components: V, S
  • Duration: Instantaneous

A small bead of energy streaks towards a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Force damage and the target is randomly teleported 5ft away from where they where standing. Roll a d8 to determine the direction. If the target was to teleport into an occupied space, they do not teleport.

The spell creates more than one bead when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.


  • Eldritch Blast(Celestial)
  • Evocation Cantrip

  • Casting Time: 1 Action
  • Range: 120 ft
  • Components: V, S
  • Duration: Instantaneous

A bright beam of radiant energy streaks towards a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant Damage. instead of dealing radiant damage, you can cause the target to gain 1d8 temporary hit points. (If the creature is willing, you don't need to make an attack roll).

The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.


  • Eldritch Blast(Dragon)
  • Evocation Cantrip

  • Casting Time: 1 Action
  • Range: 120 ft
  • Components: V, S
  • Duration: Instantaneous

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 of one of the following damage types: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant or thunder. The appearance of the beam changes to reflect the damage type you choose, i.e a red swirl of flame for fire, or a pulse of psionic energy for psychic.

The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam and you may choose the damage type for each beam.


  • Eldritch Blast(Fathomless)
  • Evocation Cantrip

  • Casting Time: 1 Action
  • Range: 120 ft
  • Components: V, S
  • Duration: Instantaneous

A beam of water streaks towards a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Bludgeoning damage. A medium or smaller target is pushed up to 5ft backwards from the force of the blast.

The water douses nonmagical flames that it hits.

The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.


  • Eldritch Blast(Fiend)
  • Evocation Cantrip

  • Casting Time: 1 Action
  • Range: 120 ft
  • Components: V, S
  • Duration: Instantaneous

A beam of red, searing hot fire streaks towards a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d4 Fire damage. Any Flamable objects not being worn or carried will combust into flame upon contact with the beam.

The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.


  • Eldritch Blast(Genie)
  • Evocation Cantrip

  • Casting Time: 1 Action
  • Range: 120 ft
  • Components: V, S
  • Duration: Instantaneous

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d4 force damage.

The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.


  • Eldritch Blast(Great Old One)
  • Evocation Cantrip

  • Casting Time: 1 Action
  • Range: 120 ft
  • Components: V, S
  • Duration: Instantaneous

A spirleing beam of purple and pink energy streaks towards a creatures head within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Psychic damage.

The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.


  • Eldritch Blast(Hexblade)
  • Evocation Cantrip

  • Casting Time: 1 Action
  • Range: 120 ft
  • Components: V, S
  • Duration: Instantaneous

A spectral dagger is hurled towards a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Piercing damage.

The spell creates more than one dagger when you reach higher levels: two daggers at 5th level, three daggers at 11th level, and four daggers at 17th level. You can direct the daggers at the same target or at different ones. Make a separate attack roll for each dagger.


  • Eldritch Blast(Undead)
  • Evocation Cantrip

  • Casting Time: 1 Action
  • Range: 120 ft
  • Components: V, S
  • Duration: Instantaneous

A beam of black necrotic energy streaks towards a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Nectrotic damage.

The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Part 3

Subclasses

Hemonancy Subclasseses

There are 3 hemomancy themed (non blood hunter) subclasses, Blood Domain Cleric, Circle of the Blood Moon Druid, and School of Hemomancy Wizard. All of them are themed subclasses around exploiting bloodmagic and all have fetures to enhance their ability to cast hemomancy spells. Both Blood Domain and School of Hemomancy are based on Mathew Mercers subclasses by the same names and Blood Moon druid is original.

Blood Domain Cleric

The Blood domain centers around the understanding of the natural life force within one’s own physical body. The power of blood is the power of sacrifice, the balance of life and death, and the spirit’s anchor within the mortal shell. Clerics of blood seek to tap into the connection between body and soul through divine means, exploit the hidden reserves of will within one’s own vitality, and even manipulate or corrupt the body of others through these secret rites of crimson.

Blood Domain Features

Cleric Level Features
1st Blood Spells, Bonus Proficiency. Bloodletting Focus
2nd Channel Divinity: Blood Puppet
6th Crimson Bond, Hemocraft Savant
8th Sanguine Recall
17th Vascular Corruption Aura

Blood Spells

You gain domain spells at the cleric levels listed in the Blood Domain Spells table. See the Divine Domain class feature for how domain spells work. Spells marked with a '*' are new and are detailed in the spells section.

Blood Domain Spells

Cleric Level Spells
1st Bane, *Blood Bolt
3rd Ray of Enfeeblement, *Analyse Blood
5th Slow, *Sanguine Torrent
7th Confusion, *Haemorrhage
9th Dominate Person, *Last Rites

Bonus Proficiency

At 1st level, you gain proficiency with martial weapons

Bloodletting Focus

Also at 1st level, your divine magics draw the blood from inflicted wounds, worsening the agony of your nearby foes. When you use a spell of 1st level or higher to inflict damage to any creatures that have blood, those creatures suffer additional necrotic damage equal to 2 + the spell’s level.

Additionally you learn a Hemomancy cantrip of your choice.

Channel Divinity: Blood Puppet

Starting at 2nd level, you can use your Channel Divinity to briefly control a creature’s actions against their will.

As an action, you target a Large or smaller creature that has blood within 60 feet of you. That creature must succeed on a Constitution saving throw against your spell save DC or immediately move up to half of their movement in any direction of your choice and make a single weapon attack against a creature of your choice within range. Dead or unconscious creatures automatically fail their saving throw. At 8th level, you can target a Huge or smaller creature.

Crimson Bond

Starting at 6th level, you can use your magic to focus on a sample of blood from a creature that is at least 2 ounces, and that has been spilt no longer than a week ago. Magic that prevents decay extends this limit.

As an action, you can focus on the blood of the creature to form a bond and gain information about their current circumstances. You know their approximate distance and direction from you, as well as their general state of health, as long as they are within 10 miles of you. You can maintain this effect as though you were concentrating on a spell for up to 1 hour. While your Crimson bond is active, the creature that is bonded with has disadvantage on saving throws against your spells and magical effects.

During your bond, you can spend an action to attempt to connect with the bonded creature’s senses. The target makes a Constitution saving throw against your spell save DC. If they succeed, the connection is resisted, ending the bond. You suffer 2d6 necrotic damage. Upon a failed saving throw, you can choose to either see through the eyes of or hear through their ears of the target for a number of rounds equal to your Wisdom modifier (minimum of 1). During this time, you are blind or deaf (respectively) with regard to your own senses.

You can do this a number of times equal to your proficiency bonus, after which you must finish a long rest before you can do so gain.

Hemocraft Savant

Also at 6th level, you can channel some of the left over magic into protection after casting a hemomancy spell. When you cast a spell that has the hemomancy tag, you can gain temporary hit points equal to the spells level multiplied by your constitution modifier (minimum of 1).

Additionally when you finish a short rest, you may recover a number of hit dice equal your proficiency bonus. You can do this twice, after which you must finish a long rest before you can do so again

Sanguine Recall

At 8th level, you can sacrifice a portion of your own vitality to recover expended spell slots. As an action, you recover spell slots that have a combined level equal to or less than half of your cleric level (rounded up), and none of the slots can be 6th level or higher. You immediately suffer 1d6 necrotic damage per spell slot level recovered. You can’t use this feature again until you finish a long rest.

For example, if you are an 8th-level cleric, you can recover up to four levels of spell slots. You can recover a single 4th-level spell slot, two 2nd-level spell slots, a 3rd-level spell slot and a 1st level spell slot, or four 1st-level spell slots. You then suffer 4d6 damage.

Vascular Corruption Aura

At 17th level, as an action, you can emit a powerful aura that extends 30 feet out from you. This aura pulses necrotic energy through the veins of nearby foes, causing them to burst and bleed.

For 10 minutes, any creatures of your choice that have blood that begin their turn within the aura or enter it for the first time on their turn immediately suffer 3d8 necrotic damage. Any creature of your choice must succeed on a constitution saving throw whenever they receive healing. On a failure the target takes necrotic damage equal to the healing they would have received. On a success, the creature is healed, but by only half as much.

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

Circle of the Blood Moon Druid

Like druids of the Circle of the Moon, Circle of the Blood Moon druids are fierce guardians of the wilds, however calling upon the magic of Hemocraft to do so. Druids of the Circle of the Blood Moon invoke the ancient magic of blood to empower themselves in order to maintain the natural world, utilising Hemomancy in order to transform themselves into the very monstrosities that often try to subvert the natural world. Blood Moon druids, often specialise in hunting unnatural abominations of nature, destroying them wherever they find them in order to restore balance and order to the natural world.

In some cases, Circle of the Blood Moon druids can be mistaken for witches or warlocks due to their practice of Hemomancy. In cases of particular turmoil, it is not uncommon for mistaken communities to blame the Druid, and subsequently drive them away or hunt them down. Most Circle of the Blood Moon druids don't inflict ill upon others, but there are certainly those who have been corrupted by blood magic.

Blood Domain Features

Druid Level Features
2nd Blood Circle Forms, Blood Magic, Circle Spells
6th Blood Rituals, Eyes of the Dusk
10th Bloodsight
14th Blood Magic Rituals

Blood Circle Forms

2nd-level Circle of the Blood Moon feature

When you use your Wild Shape you can sacrifice you own vitality, invoking ancient Hemomancy, to transform into a monstrosity rather than a beast, When you use your Wild Shape, you may roll a number of d8 equal to the CR of the from you wish to take, you then take necrotic damage equal to the number rolled (this damage ignores resistance and immunity) and can transform into the form of a monstrosity, rather than a beast.

When transforming into into a monstrosity, you ignore the 'Max CR' column of the 'Beast Shapes' table, but must abide by the other limitations there. Instead the maximum CR of a monstrosity you can transform into equals your druid level divided by 3, rounded down (minimum of 1).

Blood Magic

2nd-level Circle of the Blood Moon Feature

Your connection to the Blood Moon has granted you additional spells, unknown by most druids. Any spell with the Hemomancy tag is added to your spell list and they count as druid spells for you. When you finish a long rest, you may prepare any of these spells in addition to the ones on your spell list.

While you are transformed via Wild Shape, you may cast any spell that has the Hemomancy tag that you have prepared, even if you normally could not cast spells in that form.

Circle Spells

2nd-level Circle of The Blood Moon feature

The profane powers of the Blood Moons infuse you to the ability to cast certain spells. At 2nd, 3rd, 5th, 7th and 9th level you gain access to a number of circle spells, listed below the Blood Moon Table. You may also choose a cantrip that has the Hemomancy tag when you gain this feature at second level. Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

Circle of The Blood Moon Spells

Druid Level Spells
1st Bane, Inflict Wounds, Hemomancy Cantrip
3rd Darkness, Ray of Enfeeblement
5th Speak with Dead, Vampiric Touch
7th Death Ward, Shadow of Moil
9th Contagion, Evervation

Blood Rituals

6th-level Circle of the Blood Moon feature

You can channel the energy that flows from the blood of creatures to perform rituals, learning how to perform rituals using the corpse of a creature as sacrifice. By using the body of a creature that has died within the last hour, you can cast any of the druid spells as a ritual, even if it doesn't have the ritual tag.

In order to cast a spell in this manner, you need the corpse of a creature of a CR equal or greater to the one presented in the Blood Ritual Table below, and the spell must be of a level you have spell slots for. The creature used must be small or larger and must have blood. Once you complete the ritual, the body turns to dust, making it unusable for other rituals again, and preventing magic such as raise dead from working.

Blood Ritual Table

Spell Level CR
1st 1/4
2nd 1
3rd 3
4th 5
5th 7
6th 10
7th 13
8th 17
9th 21

If you cast a spell that restores hit points as a ritual, you must expend a number of hit dice equal to the level of the spell. If you cannot expend enough hit dice, the spell fails.

Eyes of the Dusk

6th-level Circle of the Blood Moon feature

You gain darkvision up to a range of 120 feet. If you already have darkvision, its ranges increase by 60 feet. Additionally, you can see through magical darkness for the radius of your darkvision.

This applies while you use your Wild Shape.

Bloodsight

10th-level Circle of the Blood Moon feature

After so many performed rituals using corpses as sacrifices, you can magically detect creatures that have blood. As an action, you can hone your senses and see the location of every creature that has blood, even if they are behind cover or otherwise obscured from you. While perceiving in this way, you see a fine outline of the veins of every creature within the radius of your darkvision. This lasts for 1 hour, or until you end it (no action required).

While using your Bloodsight, any creature that enters the range of your darkvision must succeed on a Wisdom saving throw against your spell DC. On a failure you have advantage on attack rolls against that creature and they suffer disadvantage against the saving throws against any of your spells. An affected creature can repeat the save at the end of each of its turns, ending the effect on a success. A creature that succeeds on its saving throw is immune to the effect for the next 24 hours, unless you use an action and expend a spell slot of 1st level or higher while that creature is within the range of your darkvision to force it to make the save again.

You can use this even while Transformed via your Wildshape.

You can use this feature once, after witch you must finish a long rest, or expend a spell slot of 3rd level or higher, to use it again.

Blood Magic Rituals

14th-level Circle of the Blood Moon feature

You are able to channel even more energy utilising blood magic into your rituals. When you cast a spell as a ritual, you can utilise the energy contained within your own blood and sacrifice your own vitality to speed up the process of casting a ritual. When you cast a spell as a ritual, you may cast it using its normal casting time, instead of increasing it by 10 minutes. When you do you must roll a number of d10 equal to 1 + the spells level. You take necrotic damage equal to the number rolled (this ignores resistance and immunity), and then half as much damage at the start of your next turn.

School of Hemomancy Wizard

Considered taboo by many societies and magic practitioners, the use of blood magic — also known as hemomancy, or hemocraft — is a rare art that harnesses the latent powers of a creature’s vitality to fuel and amplify the caster’s own capabilities, while manipulating and weakening the bodies of enemies from the inside. Some of the more macabre mages seeking to empower their arcane pursuits turn to hemocraft as a means of bolstering their spells, giving their own life’s blood to reach new heights of frightening magical prowess.

School of Hemomancy Features

Wizard Level Features
2nd Hemomancy Savant, Sanguine Burst
6th Blood Recovery, Red Harvest
10th Glyph of Haemorrhaging
14th Thicker than Water.

Hemomancy Savant

Beginning when you select this school at 2nd level, you may altar spells that you know with the ancient magic of Hemomancy. You can choose two spells that are in your spellbook. The chosen spell become Hemomancy spells for you meaning any ability or effect that would affect a spell with the Hemomnacy tag, also effects the chosen spells. Whenever you gain a level in this class, you may choose one additional spell, and also make that spell a Hemomancy spell. If you loose your spellbook, any spells that you make into Hemomancy spells in this manor can be copied into a new spellbook if you find the original spell.

You can choose to change the name, and perhaps the visual appearance of the spell to be more thematic. For example a chromatic orb may become "chromatic bloodbolt" and have its appearance change from an orb to a dart of energy.

Additionally, the gold and time you must spend to copy a spell with the Hemomancy tag into a spellbook is halved.

Sanguine Burst

Also at 2nd level, you learn how to weave your life force into a spell you cast, boosting its intensity at the cost of your vitality. Whenever you roll damage for a spell you’ve cast, you can choose to take necrotic damage equal to 1 plus the spell’s level to reroll a number of the damage dice up to your Intelligence modifier (minimum one). This damage can’t be reduced in any way, and you must use the new rolls. If the spell has the Hemomancy tag, you can add the damage you took to one of the damage rolls.

Blood Recovery

Beginning at 6th level, you can channel some of the left over magic into protection after casting a hemomancy spell. When you cast a spell that has the hemomancy tag, you can gain temporary hit points equal to the spells level multiplied by your constitution modifier (minimum of 1).

Additionally when you finish a short rest, you may recover a number of hit dice equal your proficiency bonus. You can do this twice, after which you must finish a long rest before you can do so again

Red Harvest

Also of 6th level, when you reduce a creature's hit points to 0 with a spell that has the hemomancy tag, you may recover a number of hit points equal to your wizard level.

Glyph of Haemorrhaging

Starting at 10th level, when you damage a creature that has blood with a spell, you can choose to curse that creature for 1 minute. While cursed in this way, any resistance the target has to necrotic damage is suppressed and whenever the creature takes damage, it takes an extra 1d6 necrotic damage. If the damage the creature took as caused by a spell with the Hemomancy tag, it takes an additional 2d6 necrotic damage, for a total of 3d6.

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

Thicker than Water.

Upon reaching 14th level, the blood that flows through your veins is empowered with arcane vigour that mends wounds and helps preserve your life. Whenever a spell or magical effect causes you to regain hit points, you regain an additional number of hit points equal to your proficiency bonus.

In addition, while you are concentrating on a spell, you have resistance to nonmagical bludgeoning, piercing, and slashing damage. If you are concentrating on a Hemomancy spell, this resistance extends to magical bludgeoning, piercing, and slashing damage.

Part 4

Feats

Hemomancy Feats

Presented bellow is a couple feats that are designed to be used to empower hemomantic magic. They follow the same design philospoy presented in my 5e Feats Overhaul so I would recomend having a look at that. For refference, the balence of this feat is of that of a full feat, but all feats in my homebrew give a stat boost, so that is why these also do.

Hemomancer

Prerequisite: The ability to cast at least one spell with the Hemomancy tag

You have spent time learning blood magic and how to manipulate it. When you gain this feat, you gain the following benefits:

  • Increase your Constitution, Intelligence, Wisdom, or Charisma by 1, to a maximum of 20
  • When you roll for the necrotic damage you take when casting a spell with the Hemomancy tag, you can forgo the first roll and roll the dice again. You must use the second roll.
  • When rolling to maintain concentration on a spell as a result of dealing damage to yourself, you gain a bonus equal to your proficiency bonus plus your spellcasting ability modifier.
  • When you cast a spell with the Hemomancy tag, you may expend your hit dice to cast the spell instead of expending a spell slot. You expend one hit dice per level of the spell and when you expend them you must roll them and take necrotic damage equal to the number rolled (ignoring resistance and immunity). You cannot expend more than half you hit dice (rounded down) at once when casting a spell in this way.

Hemomancer Initiate

You’ve delved into some of the ancient magic of hemocraft. You gain the following benefits:

  • Your Constitution, Intelligence, Wisdom, or Charisma increases by one, to a maximum of 20.
  • When you finish a short rest, you can regain a number of hit dice equal to your proficiency bonus. Once you use this ability you must finish a long rest before you can do again.
  • You learn one cantrip of your choice that has the Hemomancy tag.
  • You learn one 1st level spell and one 2nd level spell of your choice that have the Hemomancy tag. You can cast each of them once without expending a spell slot, and you must finish a short or long rest before you can do so again. You can also cast the spells using any spell slots you have.
  • Your spellcasting ability for these spells is Intelligence, Wisdom, or Charisma.
 

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