Hemomancer Grimacing as crimson fluid twists into a sanguine wreath around her, a dark-skinned halfling eyes her adversary and takes pause before lashing out with the arcane blood that flows through the air. A stout hooded figure draped in dark robes stands before a stone font brimming with dark red liquid. As he moves his hands over the font, the pool of blood within it churns and rises upwards as it heeds this dwarf's commands. Rending an ogre in half with a sword made of blood, a hearty human revels in her kill as the life-essense of the slain ogre is drawn out and absorbed by the now grinning woman. Hemomancers are bearers of an acient and powerful blood magic. This arcane blood is either present from birth or gained through a painful ritual, but only few who possess the blood are able to harness its power and unlock the hidden potential. Vitality as Arcana Arcane power takes many forms throughout the multiverse. Some access this power through study or music. Others draw their power from the powerful beings they serve. For a hemomancer, arcane power is drawn directly from the blood that courses within. The arcane blood of a hemomancer is not fully a part of its host, but as time goes on the two become increasingly intertwined. The blood strengthens the vitality of its host and since the fate of the two are closely linked, the blood also protects its host from harm. Power at a Cost Most who seek power are not willing to sacrifice as much as those who choose the path of the hemomancer. Since a hemomancer's power is drawn directly from the arcane blood within them, using that power means expending their own lifeforce. Casting blood magic takes a heavy toll on the one who wields it, and the further one delves into the art of hemomancy, the greater the toll the blood magic takes. Death at the hands of one's own blood is not an uncommon fate for a hemomancer. Mastery of the hemomancer art is to constantly balance the expense of precious vitality and the use of arcane power. Creating a Hemomancer As you are creating your hemomancer, consider what would cause you to pay such a heavy cost for this power. What would drive you to pursue this path of pain and sacrifice? Do you seek vengeance against an enemy? Is the allure of great power too much for you to resist? Perhaps you were born with this arcane blood and see no other path for yourself. You must also consider the circumstances under which you honed your craft, as simply possessing this blood is not enough to make a hemomancer. Did you study under another hemomancer? Did you delve the depths of archaic libraries searching for the keys to unlock your latent abilities? Maybe you spent years in exile wrestling with your arcane blood. What is your attitude towards the morbid nature of your spellcasting? Are you disgusted with the means by which you pursue power? Do you derive pleasure from seeing crimson wisps floating about you while you wreak havoc? Maybe you see this unorthodox magic as a curse that you must bear to attone for the sins of your past. How does this ancient magic living within you affect your view of others? Do you look down upon those who do not possess such awesome power? Do you see others as nothing more than bloodbags waiting to be harvested and infused with your arcane blood? Perhaps you are a champion of the weak who gives freely at the cost of your own vitality. 1

The Hemomancer Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th 1st +2 Spellcasting, Blood Magic, Extraordinary Fortitude 2 2 — — — — 2nd +2 Plasma Shield 3 3 — — — — 3rd +2 Arcane Transfusion, Bloodline 4 4 2 — — — 4th +2 Ability Score Improvement 5 4 3 — — — 5th +3 — 6 4 3 2 — — 6th +3 Hemogenesis 7 4 3 3 — — 7th +3 Bloodline Feature 8 4 3 3 1 — 8th +3 Ability Score Improvement 9 4 3 3 2 — 9th +4 — 10 4 3 3 3 1 10th +4 Hemomancer Resilience 11 4 3 3 3 2 11th +4 Bloodline Feature 12 4 3 3 3 2 12th +4 Ability Score Improvement 12 4 3 3 3 2 13th +5 Bloodline Feature Improvement 13 4 3 3 3 2 14th +5 Sanguine Deathward 13 4 3 3 3 2 15th +5 Bloodline Feature 14 4 3 3 3 2 16th +5 Ability Score Improvement 14 4 3 3 3 2 17th +6 Bloodline Feature Improvement 15 4 3 3 3 2 18th +6 Bloodpact Spells 15 4 3 3 3 3 19th +6 Ability Score Improvement 15 4 3 3 3 3 20th +6 Unparalleled Vitality 15 4 3 3 3 3 Quick Build You can make a hemomancer quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength or Dexterity depending on whether you plan to take the Blood Seeker bloodline or the Sangromancy bloodline. Second, choose the sage background. Third, choose the 1st-level spells Cure Wounds and Magic Missile. Class Features As a hemomancer, you gain the following class features. Hit Points Hit Dice: 1d10 per hemomancer level

1d10 per hemomancer level Hit Points at 1st Level: 10 + your Constitution modifier

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per hemomancer level after 1st Proficiencies Armor: Light armor

Light armor Weapons: Simple weapons

Simple weapons Tools: None Saving Throws: Constitution, Intelligence

Constitution, Intelligence Skills: Choose two from Athletics, Arcana, History, Insight, Perception, Persuation, and Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a light crossbow and 20 bolts or (b) any simple weapon

(a) a component pouch or (b) an arcane focus

(a) a scholar's pack or (b) a dungeoneer's pack

Leather armor, any simple weapon, and two daggers Spellcasting Your blood has been infused with an ancient magic and you have learned to channel your blood's magic into wieldable arcane energy. This blood-infused arcane energy allows you to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and see the appendix on the last page for the hemomancer spell list. Spell Slots The Hemomancer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these hemomancer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. 2

Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the hemomancer spell list. The Spells Known column of the Hemomancer table shows when you learn more hemomancer spells of your choice. Each of these spells must be of a level for which you have spell slots. Additionally, when you gain a level in this class, you can choose one of the hemomancer spells you know and replace it with another spell from the hemomancer spell list, which also must be for a level for which you have spell slots. Spellcasting Ability Constitution is your spellcasting ability for your hemomancer spells, since their power comes directly from their blood. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a hemomancer spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Constitution modifier Spell attack modifier = your proficiency bonus + your Constitution modifier Spellcastng Focus You can use an arcane focus as a spellcasting focus for your hemomancer spells. Blood Magic Casting spells as a hemomancer requires you to draw on your vitality. When you cast a hemomancer spell, you take necrotic damage based on the level that the spell is cast at. See the Blood Magic Damage table for reference. Blood Magic Damage Spell Level Damage 1st 1d8 2nd 2d8 3rd 3d8 4th 5d8 5th 6d8 6th 8d8 7th 10d8 8th 12d8 9th 14d8 If the damage you take from casting a spell causes you to fall unconscious, the spell is not cast but the spell slot is still expended and you still take the damage. Additionally, the necrotic damage you take from casting hemomancer spells cannot be reduced or negated by resistance or immunity. In addition to taking damage from casting spells, the act of drawing on your vitality makes your hemomancer spells more potent. When you cast a hemomancer spell, the spell will be considered to have been cast one level higher than the level at which you chose to cast it. This consideration excludes the damage you take from casting a spell and this level increase occurs even if you do not yet have access to spell slots for the level that the spell is increased to. For example, if you cast Magic Missile at 2nd-level, a 2nd-level spell slot will be expended and you will take 2d8 necrotic damage before the spell is cast, but the spell will act as though it were cast at 3rd-level. This would occur even if you did not yet have access to 3rd-level spell slots. Spells cast at 9th-level are the only exception, since they cannot be increased any further. Extraordinary Fortitude The ancient magic that resides in your blood strengthens your overall vitality and resilience. At 1st level, your hit point maximum increases by 2 and increases by 2 again whenever you gain a level in this class. Additionally, you have resistance to poison damage and advantage on saving throws against being poisoned. Plasma Shield Beginning at 2nd level, you can expend a spell slot and use your reaction to impose a shield of blood between you and the source of damage when you are hit. When you do so, the damage you take is reduced by 1d8 per level of the spell slot you expend + your Consitution modifier + your hemomancer level. Arcane Transfusion By 3rd level, your arcane blood has become more adaptable. As a bonus action, you can choose to either sacrifice your hit points to recover an expended spell slot or expend a spell slot to regain hit points. The cost to recover a spell slot and the amount of hit points you gain from expending one varies depending on the level of the spell slot. See the Arcane Transfusion Costs table for reference. Arcane Transfusion Costs Slot Level Recovery Cost Hit Points Regained 1st 25 Hit Points 1d8 2nd 45 Hit Points 2d8 3rd 60 Hit Points 3d8 4th 70 Hit Points 5d8 5th 80 Hit Points 6d8 Bloodline At 3rd level, you choose a bloodline to follow: Sangromancy or Blood Seeker, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. One feature granted by your bloodline will also improve at 13th level and again 17th level. 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. 3

Hemogenesis Starting at 6th level, your body can attempt to quickly produce more blood when under heavy strain. If you drop to 0 hit points due to taking damage from casting a hemomancer spell, making a plasma weapon, or attacking with a plasma weapon, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or a long rest, the DC resets to 10. Hemomancer Resilience Beginning at 10th level, your growing vitality continues to bolster your resistence to negative effects. You have advantage on all Constitution checks and saving throws. Additionally, if you fail a Constitution check or saving throw, you can choose to succeed instead. Once you use this feature, you must finish a long rest before you can use it again. Sanguine Deathward Starting at 14th level, when you are reduced to 0 hit points and fall unconscious, a deathward made of blood forms around your body. The deathward has hit points equal 20 + your Constitution modifer + your hemomancer level. Any damage that would be dealt to you is instead dealt to the deathward. When the deathward drops to 0 hit points, it is destroyed but you are not dealt any excess damage. When a creature hits the deathward with a melee attack, that creature must make a DC 17 Dexterity saving throw or be grappled (escape DC 17). Until this grapple ends, the target is restrained and takes 5d8 + 5 bludgeoning damage at the start of each of its turns. The deathward lasts until you die, until you regain consciousness, or until it is destroyed. Once your deathward has appeared, it cannot reappear until you finish a long rest. Bloodpact Spells At 18th level, you unlock the secret of bloodpact spells which allows you to forfeit your vitality for access to all hemomancer spells. You can cast any spell on the hemomancer spell list as a bloodpact spell, including those you know and those you don't know. You can cast a bloodpact spell at any time without expending a spell slot. The spell is cast at its level and the spell is still under the effects of your Blood Magic. This means you still take damage based on the level of the spell and the spell is considered to have been cast one level higher. Whenever you cast a bloodpact spell, your hit point maximum is permanently reduced by 2d8 + 5. This occurs before you take damage from casting the spell. If your hit point maximum is reduced to 0 this way, you immediately die and your body dissolves into a pool of blood. You can cast a bloodpact spell twice between long rests. Unparalleled Vitality At 20th level, your vital power is now fully realized. Your Constitution score increases by 6 . Your maximum for that score is now 26 . Additionally, your natural lifespan increases by 250 years and though you age, you always have the appearance of youthfulness. Bloodlines Those who walk in the path of the hemomancer must choose between two bloodlines: Sangromancy or Blood Seeker. Sangromancy Those who seek ultimate arcane prowess choose the Sangromancy bloodline. Blood Reclamation Starting at 3rd level when you choose this bloodline, you learn to recover some of the vitality that is lost by casting hemomancer spells. When you take blood magic damage from casting a hemomancer spell, you gain half that many temporary hit points (minimum of 1) . As an action, you can exchange all of the remaining temporary hit points you have gained this way for hit points. Spell Hemorrhaging Beginning at 7th level, your blood's magical essence now fills the spells you cast to the point of bursting. When you cast a hemomancer spell that has one or more targets, you may expend an additional 1st-spell slot. If you do, you create a blood burst around one of the spell's targets. Each creature within 5 feet of a blood burst excluding the creature at the source must make a DC 15 Dexterity saving throw. A creature takes 4d8 force damage on a failed save or half as much on a successful one. When you expend an additional spell slot of 2nd-level or higher, for each slot level above 1st, you can choose to create a blood burst around another of the spell's targets. Sanguine Ascension At 11th level, you unlock a latent arcane energy in your blood. Choose one 6th-level spell from the hemomancer spell list as your ascension spell. You can cast your ascension spell once without expending a spell slot. This spell is still under the effects of your Blood Magic, so you still take damage as though you cast a 6th-level spell, and the spell itself acts as though it were cast as a 7th-level spell. You must finish a long rest before you can do this again. At higher levels, you gain more hemomancer spells of your choice that can be cast this way: one 7th-level spell at 13th level, and one 8th-level spell at 17th level. You regain all uses of your Sanguine Ascension spells when you finish a long rest. Arcane Surge At 15th level, you gain the ability to overload your blood with a surge of arcane energy at the cost of additional vitality. On your turn before you take any action, you can choose to invoke an arcane surge. When you do, you can cast one additional hemomancer spell this turn ignoring its casting time. If you cast more than one spell this turn, you choose which spell is the additional spell regardless of the order you cast them in. The additional spell must have a casting time of 4

1 action or 1 bonus action. Until the start of your next turn, every hemomancer spell you cast deals twice as much necrotic damage to you when you cast it. You can use this feature twice between long rests, but only once per turn. Blood Seeker Those who hunt for the blood of others choose the Blood Seeker bloodline. Bonus Proficiency When you choose this bloodline at 3rd level, you gain proficiency with martial weapons, medium armor, and shields. Plasma Weapons Starting when you choose this bloodline at 3rd level, you gain the ability to form weapons and shields out of your blood. You can use a bonus action to create a weapon, a shield, two weapons, or a weapon and a shield. The weapons can be melee weapons or ranged weapons if they have the thrown property. The weapons can be the same or different, but you can only maintain two plasma armaments at a time. For each armament you create, you take 2d8 necrotic damage. This damage cannot be reduced or negated by resistance or immunity. The created armaments have all of their normal characteristics and they gain the following features. These armaments have a +1 bonus and you use your Constitution modifier for any attack and damage rolls you make with them.

Each time you attempt to make an attack with one of the weapons, you take 1d8 necrotic damage before the attack. The damage you take from making attacks with your plasma weapons cannot be reduced or negated by resistance or immunity.

When you hit a creature with a plasma weapon, it takes an additional 2d8 slashing damage.

You cannot be disarmed of these armaments but you can dismiss any of them at any time with no action required.

With no action required, you can instantly summon one or both of these armaments to your hands as long as they are on the same plane of existence as you.

As a bonus action, you can change one or both of these armaments into another type of armament.

In the hands of another creature, these armaments lose thier +1 property and become mundane.

The armamanets last until they are dismissed or until your next short or long rest.

If you are incapacitated, the armaments are dismissed.

If the damage you take from making an attack with one of these weapons causes you to fall unconscious, the attack is not made but you still take the damage. Heartsense Beginning at 7th level, your attunement with your arcane blood enables you to sense the heartbeats of living creatures. With no action required, you may expend one spell slot of 1st level or higher to focus your senses on the area around you. For 1 hour per level of the spell slot you expend, you can detect the number of beating hearts present within 120 feet of you. You also know roughly the direction and distance each of them is in relation to you. Your senses can penetrate barriers, but 2 feet of any nonmetal, nonbiological substance, or 2 inches of metal will block your senses. Additionally, for the duration of the effect, you can attack twice instead of once when you take the attack action, provided you use a plasma weapon for both attacks and you can sense the heartbeat of each creature you attack. The number of attacks you can make with a plasma weapon this way increases to three when you reach 13th level in this class and to four when you reach 17th level in this class. Essence Extraction Beginning at 11th level, you gain the ability to extract the life-essence of your enemies with your plasma weapons. When you hit a creature with your plasma weapon, you can expend one spell slot to deal necrotic damage to the target in addition to the weapon's damage. You regain hit points equal to half the amount of necrotic damage dealt this way and you also gain the same amount of temporary hit points. The extra damage is 1d12 for a 1st-level spell slot, plus 1d12 for each spell level higher than 1st, to a maximum of 4d12 . Constructs and undead are immune to this extra necrotic damage. Seeker Mastery At 15th level, you gain one of the following features of your choice. Heavy Blood. When you hit a creature with a melee plasma weapon that you're wielding with two hands, that creature must succeed on a Constitution saving throw against your spell save DC or be poisoned for 1 minute. If that creature is already poisoned, it must instead succeed on a Constitution saving throw or be stunned until the end of your next turn. The creature can repeat the saving throw at the end of each of its turns, ending these effects on itself on a success. Torrent of Strikes. When you take the Attack action on your turn, you can expend a spell slot of 3rd-level or higher. If you do, you can make one additional attack with a plasma weapon and if you engage in two-weapon fighting this turn, you can add your Constitution modifier to the damage of the two-weapon fighting bonus attack as long as that attack is made with a plasma weapon. Vindictive. When a creature hits you with a ranged or melee attack, you can use your reaction to make an attack with a plasma weapon against that creature. You gain a +5 bonus on attack and damage rolls for this attack. Before you make the attack, you can change one or both of your plasma armaments into different armaments with no additional action required. 5