Hematurgist Hematurgists are powerful and mysterious spellcaster that each follow a "Red Practice". They specialise in using blood and the very essence of life; both their own and others to fuel their spells. Source of Power A Hematurgist's power comes from life itself. These spellcasters have honed their bodies and minds to harness the raw power of life around them and bend this power to their will. Origin Hematurgists are secretive by nature as very few show the aptitude, grit or resilience to cast using their own Essence. The practice is coveted and kept within powerful families or hermit-like Red Practices. Creating a Hematurgist The Practice of Hematurgy is not for the weak of will. Due to the nature of a Hematurgist they generally live a solitary life. Their Practices are kept secret above all else meaning that coming across a practicing Hematurgist is rare. Quick Build The Hematurgist is a full spellcaster and they use Constitution as their spellcasting ability, therefore, a Hematurgists primary ability should be Constitution followed by Dexterity which is linked to the Hematurgist's armour class.





































The Hematurgist Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Spellcasting, Iron Blood 3 3 2 — — — — — — — — 2nd +2 Well of Essence 3 4 3 — — — — — — — — 3rd +2 Red Practice, Strength in Blood 3 5 4 2 — — — — — — — 4th +2 Ability Score Improvement 3 6 4 3 — — — — — — — 5th +3 Poison Resilience 4 8 4 3 2 — — — — — — 6th +3 Red Practice Feature 4 9 4 3 3 — — — — — — 7th +3 ─ 4 10 4 3 3 1 — — — — — 8th +3 Ability Score Improvement 4 11 4 3 3 2 — — — — — 9th +4 ─ 4 12 4 3 3 3 1 — — — — 10th +4 Advanced Concentration 5 14 4 3 3 3 2 — — — — 11th +4 ─ 5 15 4 3 3 3 2 1 — — — 12th +4 Ability Score Improvement 5 16 4 3 3 3 2 1 — — — 13th +5 ─ 5 17 4 3 3 3 2 1 1 — — 14th +5 Red Practice Feature 5 18 4 3 3 3 2 1 1 — — 15th +5 ─ 5 20 4 3 3 3 2 1 1 1 — 16th +5 Ability Score Improvement 5 20 4 3 3 3 2 1 1 1 — 17th +6 ─ 5 21 4 3 3 3 2 1 1 1 1 18th +6 Regeneration 5 21 4 3 3 3 3 1 1 1 1 19th +6 Ability Score Improvement 5 22 4 3 3 3 3 2 1 1 1 20th +6 Distinguished Concentration 5 22 4 3 3 3 3 2 2 1 1

Class Features As a Hematurgist, you gain the following class features: Hit Points Hit Dice: 1d8 per Hematurgist level

1d8 per Hematurgist level Hit Points at 1st Level: 6 + your Constitution modifier

6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Hematurgist level after 1st Proficiencies Armor: None

None Weapons: Simple

Simple Tools: None Saving Throws: Constitution, Intelligence

Constitution, Intelligence Skills: Choose 2 from; Arcana, Investigation, Nature, Insight, Medicine, Survival, Deception, Intimidation and Stealth. Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) Any simple weapon and a dagger or (b) Any two simple weapons

Hematurgist's robes

An explorer's pack

5 empty phials Spellcasting You have learnt to manipulate the Essence around you and through your own Essence you fuel your spells. Cantrips At first level, you know three cantrips of your choice from the Hematurgist spell list. You learn additional Hematurgist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Hematurgist table. Spell Slots The Hematurgist table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Hematurgist 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. Spells Known of 1st Level or Higher You know three 1st-level spells of your choice from the Hematurgist spell list. The Spell Known column of the Hematurgist table shows when you learn more Hematurgist spells of your choice from this feature. Each of these spells must be of a level for which you have spell slots on the Hematurgist table. Additionally, when you gain a level in this class, you can choose one of the Hematurgist spells you know from this feature and replace it with another spell from the Hematurgist spell list. The new spell must also be of a level for which you have spell slots on the Hematurgist table. Once a spell is learnt, it is branded on the Hematurgist's skin, it is your choice where this brand is.









Spellcasting Ability Constitution is your spellcasting ability for your Hematurgist spells. 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 Hematurgist spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus +

your Constitution modifier Spell attack modifier = your proficiency bonus +

your Constitution modifier Spellcasting Focus Due to the way that a Hematurgist casts their spells, they do not require a spellcasting focus, only the ability to draw blood from their body. Iron Blood At first level, you have conditioned the blood in your body to have a much higher iron content, increasing your resilience to attack, ability to recover and making your blood more difficult to draw. When you are not wearing armour you may use your Constitution modifier and Dexterity modifier to calculate your AC as below: AC = 10 + your Dexterity modifier +

your Constitution modifier In addition, when you take a long rest to restore exhaustion you instead recover two points of exhaustion. Well of Essence Starting at 2nd level, you have learnt the ability to dip into your life essence to bolster your magical abilities. As a bonus action, you can convert hit dice into to spell slots. The number of hit die spent is equal to the level of the spell slot you regain. For example, if you expend three hit die, you will regain a level 3 spell slot. With this feature, you can not have above the maximum number of spell slots as shown in the above Spellcasting table and you cannot create a spell slot above 5th level. Red Practice Starting at 3rd level, you choose the area of Hematurgy that you would like to specialise in. This will grant you a feature at this level and additional features at 6th, 14th and 18th level. Strength in Blood Starting at 3rd level, you gain the ability to use the Essence from your blood to empower your spells. After rolling the damage on a spell you can choose to take Necrotic damage equal to your Hematurgist level and reroll any 1 or 2 on the damage die. 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. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

Resilience Starting at 5th level, your control over your blood makes compromise from external sources difficult. You have advantage on saving throws against poison, and you have resistance against poison damage. In addition, when you take a long rest, instead of regaining up to half of your spent hit die, you can regain all of them. Advanced Concentration Starting at 10th level, your mental and physical training has reached levels that ordinary spellcasters cannot reach. When maintaining concentration on a spell you are able to cast another spell requiring concentration and maintain concentration on both until the end of your next turn, at which point the effects of the first spell cast will end. Any checks required to maintain concentration whilst using this feature are to be made with disadvantage. If you fail the check then you lose concentration on both spells. At 15th level you no longer need to make these checks with disadvantage. You can use this feature a number of times equal to your Constitution modifier. You regain your uses on a long rest. Regeneration Starting at 18th level you have mastered your grasp over the Essence running through you. For every 10 years that pass you age only 1 and you do not suffer from exhaustion. Distinguished Concentration Starting at 20th level, your mental and physical training has reached unparalleled levels. You are now able to maintain concentration on two spells at once for the full duration of the spells as long as one of these spells is 5th level or under. You can use this feature a number of times equal to your Constitution modifier. You regain your uses on a long rest.

Hematurgist Red Practices There are a number of Red Practices available to a Hematurgist. These reflect not only the values and operations of the Hematurgist but also what Red Practice they belong to. Red Practice of Essence Hematurgists of the Red Practice of Essence believe in balancing the Essence of life. Essence can be found within all living creatures and has a strong tie to blood. Their practice can be preserving Essence or terminating Essence. This practice is most commonly found amongst hermits. Blood of my Blood At 3rd level, you gain the ability to transfer some of your own Essence to those in your care. As an action you can touch a creature and spend as many hit dice as you wish to heal them for 1d6 + your Constitution modifier for each hit die spent. At 3rd level, you gain proficiency in Herbalists Tools and Medicine Kit. Stasis Starting at 6th level, you gain the ability to manipulate a creature's Essence. As an action, touch a willing creature. That creature's heartbeat will drop to zero and they will fall unconscious. Any investigation/medicine checks will show that the creature is deceased. This effect will wear off after 24 hours or if you use another action to touch the creature to end the effect. This feature can also be used to protect a body from decay and becoming undead in the same way which effectively extends the time limit on raising the target from the dead as days spent under the influence of this feature don't count against the time limit of spells such as Revivify and Raise Dead. You can use this feature up to a maximum times of your Constitution modifier. You regain spent uses of this feature on a long rest. Walking the Line Starting at 14th level, you have learnt the ability to walk the line between life and death. As an action, you can cast the Etherealness spell with this feature, without expending a spell slot. Once you use this feature, you can’t use it again until you finish a long rest.



























Red Practice of Harvest Hematurgists of the Red Practice of Harvest believe blood to be the key to obtain their goals be they for good or bad. Many "Harvesters" will use blood from powerful beings to augment their own power and manipulate magic in different ways. Knowledge in Blood At 3rd level, you gain the ability to conduct a secret ritual of the Red Practice of Harvest. Upon a defeating a creature of CR equal to or exceeding your Hematurgist level + 2 you can harvest their blood for the ritual. You spend an hour conducting the ritual and 25 GP on materials for the ritual and upon completion learn one new spell of a level you can cast from the Hematurgist spell list. Spells learnt in this way do not count against the spells known on the Hematurgist table. A Noble's Touch At 3rd level, you gain proficiency with the Forgery Kit and double proficiency in Deception. Power in Blood Starting at 6th level, your experiments with blood have paid off and you have found new ways to empower your spells, you can now use your Essence to overcome resistances. When you cast a spell, you can choose to take Necrotic damage equal to your Hematurgist level, ignoring any resistance to Necrotic damage that you may have. If a creature has resistance to the damage type for the spell that you are casting then the damage from your spell ignores their resistance. The Grim Harvest Starting at 14th level, your command over blood is masterful. When you look to use your features "Strength in Blood" or "Power in Blood" choose a creature within 30 feet of you to make a Constitution saving throw against your spellsave DC. If they fail, then you instead empower the spell using their Essence and they take Necrotic damage equal to your Hematurgist level. This damage ignores resistance.

Red Practice of Reaping Hematurgists of the Red Practice of Reaping are generally outcasts of the other practices, having committed acts against the will of the practice. Amongst other Hematurgist's and those knowledgeable in the Red Practice's know them as "Reapers". They are not as societal as the other two Red Practices with very little common goals. They can often be found as mercanaries, daring to go where no other will dare. Reap What You Sow Starting at 3rd level, when you kill an enemy with a melee weapon attack you gain temporary hit points equal to your Hematurgist level + your Consitution modifier. You regain the use of this feature when you finish a short or long rest. Sword for Hire At 3rd level on choosing this archetype, gain proficiency in martial weapons. Extra Attack Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The Grim Reap Starting at 14th level, when you kill an enemy with a melee weapon attack choose a number of creatures within 30 feet up to your Constitution modifier. Each creature you choose must make a Dexterity saving throw against your spellsave DC as the blood of your enemy forms into scythes hurtling towards them. A creature takes 4d8 piercing damage on a failed save or half on a passed save.

Hematurgist Spell List Cantrips Blade Ward

Blood Rend*

Booming Blade

Chill Touch

Dancing Lights

Fire Bolt

Friends

Frostbite

Green-Flame Blade

Gust

Light

Mold Earth

Prestigitation

Ray of Frost

Resistance

Shape Water

Shocking Grasp

Spare the Dying

Thunderclap

Toll the Dead

Truestrike 1st Level Absorb Elements

Bane

Blood Arrow*

Burning Hands

Catapult

Cause Fear

Charm Person

Chromatic Orb

Command

Comprehend Languages

Create or Destroy Water

Detect Magic

Detect Poison and Disease

Earth Tremor

Expeditious Retreat

False Life

Inflict Wounds

Magic Missile

Purify Food and Drink

Ray of Sicknes

Thunderwave

Witch Bolt 2nd Level Aganazzar's Scorcher

Alter Self

Blindness/Deafness

Continual Flame

Crown of Madness

Darkness

Darkvision

Dragon's Breath

Enhance Ability

Enlarge/Reduce

Gentle Repose

Gust of Wind

Hold Person

Knock

Leeching Blade*

Lesser Restoration

Levitate

Maximilian's Earthen Grasp

Ray of Enfeeblement

Scorching Ray

Snilloc's Snowball Swarm

Spider Climb

Suggestion 3rd Level Animate Dead

Bestow Curse

Catnap

Enemies Abound

Erupting Earth

Fear

Feign Death

Fireball

Flame Arrows

Fly

Gaseous Form

Life Transference

Lightning Bolt

Meld into Stone

Melf's Minute Meteors

Revivify

Sending

Slow

Speak with Dead

Tongues

Wall of Water

Water Breathing 4th Level Blight

Control Water

Elemental Bane

Fire Shield

Ice Storm

Locate Creature

Polymorph

Sickening Radiance

Stone Shape

Vitriolic Sphere

Watery Sphere

Well of Suffering* 5th Level Cone of Cold

Contagion

Danse Macabre

Enervation

Immolation

Negative Energy Flood

Raise Dead

Skill Empowerment

Wall of Stone 6th Level Chain Lightning

Circle of Death

Create Undead

Eyebite

Harm

Investiture of Ice

Soul Cage

Wall of Ice 7th Level Finger of Death

Fire Storm

Forcecage

Power Word Pain

Regenerate

Resurrection

Whirlwind 8th Level Abi-Dalzim's Horrid Wilting

Clone

Earthquake

Maddening Darkness

Telepathy 9th Level Astral Projection

Mass Polymorph

Meteor Swarm

Power Word Kill

True Resurrection

*Spell specific to the class, details on the following page