Hemomancer Grinning malevolently, a Female Drow draws a black-handled dagger across her arm, pointing it at a foe. A lance of dark, necrotic blood arcs into the abdomen of the enemy; it collapses, and the drow kneels beside it, drawing its life essence forth to bolster herself. A young Dwarven male bites down on his tongue as he bends over the body of a wounded comrade. The drops of blood glimmering crimson in the moonlight. He lets out a low groan and his friend's wounds begin to sow shut. A hemomancer has mastered the art of blood magic. Using their own vitality, they sculpt the world to their liking. They damage themselves in order to maximize damage on the enemy or manipulate the blood of friend and foe. Creating a Hemomancer As you make your hemomancer, spend some time thinking about your beginnings into Hemomancy. What caused you to first tap into the magical properties of blood. When you cast a spell do you see it as brutish savagery or misunderstood beauty? Maybe you came across some forbidden scrolls. Perhaps you have always had an affinity for the "dark arts". Maybe you were a scholar or apprentice studying the inner workings of natural magics and came across a startling revelation. Quick Build You can make a hemomancer quickly by following these suggestions. First, put your highest ability score in Constitution, followed by Wisdom. Second, choose the Sage or Haunted One background. Class Features As a hemomancer, you gain the following class features. Hit Points Hit Dice: 1d8 per hemomancer level

1d8 per hemomancer level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per hemomancer level after 1st Proficiencies Armor: Light armor, shields

Light armor, shields Weapons: Simple weapons, whips

Simple weapons, whips Tools: Alchemist's tools, herbalism kit Saving Throws: Constitution, Wisdom

Constitution, Wisdom Skills: Choose two from Medicine, Arcana, Nature, Survival, or Insight Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a simple weapon or whip and a shield or (b) a light crossbow and 20 bolts

(a) an explorer's pack or (b) a scholar's pack

(a) Leather armor, an athame, and 2 daggers Hemomancer Table The Hemomancer Level Proficiency Bonus Features Spells Known Cantrips Known Max Spell Level 1st +2 Blood Magic, Sanguine Spear 2 3 1 2nd +2 Blood Rite 3 3 1 3rd +2 Enhanced Circulation 4 3 2 4th +2 Ability Score Improvement 5 3 2 5th +3 Thicker than Water 6 4 3 6th +3 Blood Rite Feature 7 4 3 7th +3 ─ 8 4 4 8th +3 Ability Score Improvement 9 4 4 9th +4 Essence Leech 10 4 5 10th +4 Blood Rite Feature 11 5 5 11th +4 ─ 12 5 6 12th +4 Ability Score Improvement 12 5 6 13th +5 Bloodhound 13 5 7 14th +5 Blood Rite Feature 13 5 7 15th +5 Sanguine Resistance 14 5 8 16th +5 Ability Score Improvement 14 5 8 17th +6 ─ 15 5 9 18th +6 Blood Rite Feature 15 5 9 19th +6 Ability Score Improvement 15 5 9 20th +6 Potent Lifeblood 15 5 9

Blood Magic The rituals you went through have given you the ability to expend your own blood to cast spells; these rituals may have been part of a ceremony to a deity or a part of a voluntary or involuntary set of trials to turn your own body into a lethal weapon. Cantrips At 1st level, you know four cantrips of your choice from the hemomancer spell list. Casting Spells Rather than using spell slots, a hemomancer instead expends their life force to cast spells.E ach spell costs a certain number of hit points to cast. The higher the level of the spell, the more points it costs. The Blood Price Table describes each spell’s cost. Due to the severe drain of higher level spells, you cannot use any spell of level 6 or 7 more than twice nor a spell of level 8 or 9 more than once per long rest. Blood Price Spell Level Hit Point Cost = 1d6 per spell level 1 1d6 2 2d6 3 3d6 4 4d6 5 5d6 6 6d6 7 7d6 8 8d6 9 9d6 Items or other miscellaneous effects which would give the caster a spell slot instead restore a number of hit points required to cast a spell of that level. A pearl of power for 3rd-level spells, for instance, would restore 15 hit points to the hemomancer when activated. 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 Hemomancy table shows when you learn more hemomancy spells. Blood Buffer By 1st level, you have gained access to a pool of HP that may only be used to reduce the damage your spells deal to you. This pool is equal to your Constitution modifier x your hemomancer level. You regain all of your Blood Buffer HP when you finish a long rest. Spellcasting Ability Constitution is your spellcasting ability for your hemomancy spells, so you may use your Constitution whenever a spell refers to your spellcasting ability. In addition, you may use your Constitution modifier when setting the saving throw DC for a spell you cast and when making an attack with one. Spell Save DC = 8 + your proficiency bonus + your Constitution modifier Spell Attack Modifier = your proficiency bonus + your Constitution modifier Spellcasting Focus You must use an Athame as your spellcasting focus. Hemomancers may use a shield in one hand and still cast spells so long as they are wielding their Athame in the other. The Athame Hemomancers use ritually prepared daggers known as Athames to draw blood they use to power their spells. To create an Athame, you must spend one hour, 25gp worth of special materials and a dagger. Magical daggers may be converted into Athames and will retain their power after the conversion. Once the implement is created it is attuned to you, and it can be used as a spellcasting focus for blood mage spells. Ritual Casting You may ritual cast any known spell by expending a number of hit dice equal to half of the spell's level rounded down (minimum of 1). The Curse of Blood Magic Hemomancers are unable to magically restore their own health through spells. Additionally, they may not use temporary hit points to fuel their hemomancy spells. Hit dice, rests, and other effects function as normal. Sanguine Spear At 1st level, you learn the spell Sanguine Spear. This does not count against the number of spells known. Sanguine Spear Cantrip Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: S

S Duration: Instantaneous A thin spear formed from your own blood is launched toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 necrotic damage. For every 5 necrotic damage dealt, you regain 1 hit point. This spell's damage increases to 2d10 at level 5, 3d10 at level 11, and 4d10 at level 17.

Blood Rites At 2nd level, you may choose a Blood Rite, which grants you features at 2nd level and again at 6th, 10th, 14th and 18th levels. Enhanced Circulation By 3rd level, a blood mage's heartiness is starting to affect you. You have advantage on all Constitution saving throws against magic. Whenever you deal damage with a spell, you may replenish your blood buffer equal to half of the damage dealt (rounded down) a number of times equal to your Wisdom modifier; the amount restored cannot exceed the maximum amount of hit points that can normally make up the blood buffer. This feature replenishes after a long rest. 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. Thicker than Water At 5th level, your Blood Magic potency increases and your Hemomancy spells overcome poison and necrotic resistances. Creatures which are immune to the damage type are counted as resistant to your spells. Essence Leech By 9th level, you can now drain the life essence out of a creature when it dies. When you deal the killing blow to a creature, you heal hit points (minimum 2) depending on its size: Tiny 2 HP; Small 2d4 HP; Medium 2d6; Large 2d8; Huge 2d10; Gargantuan 2d12. You may additionally use this ability on corpses who have died within the last minute. This ability may be used a number of times equal to your Wisdom modifier + half of your Hemomancer levels per long rest. Bloodhound At 13th level, you have advantage on ability checks to track or locate creatures, which have blood (up to DM's discretion), that you have damaged within the past 24 hours. Sanguine Resistance By 15th level, your blood regenerates your body and expells toxins at a rapid rate. You no longer age, your heart beat is so slow as to be almost imperceptible, and you gain resistance to necrotic and poison damage and are immune to the poisoned condition. Increased Lifeblood By 20th level, you have attained mastery over blood magic, granting the following benefits. Your hitpoint maximum increases by 50. Whenever you roll hit dice, you may double the number rolled. You may reduce the cost of all 1st, 2nd, and 3rd level spells' HP cost by half before any of your class features that reduce the cost apply. Blood Rites Blood Rite of Power To you, blood magic is a means to increase your power beyond that of the traditional wizard or sorcerer you had once aspired to be. You see hemomancy as tool rather than an evil magic. When you choose this rite, you gain access to the following Spells at the indicated level. These count as Hemomancer Spells for you but do not count against the number of spells known. Rite of Power Spells Hemomancer Level Spells 2nd Chromatic Orb, Detect Magic 3rd Detect Thoughts, Crown of Madness 5th Fear, Slow 7th Confusion, Evard's Black Tentacles 9th Dominate Person, Cloudkill Necrotic Pulse Upon choosing this path, you have learned to imbue the necrotic energy you have control over into your spells. Whenever you hit with a spell, you may add 1d4 necrotic damage. This increases to 1d6 at level 9, 1d8 at level 14, and 1d10 at level 18. Empowered Blood At 6th level, when you roll damage for a spell, you can reroll any dice that land on a 1 or 2. You must use the new result. Mark of Blood By 10th level, you have gained the ability to imbue lethargy in a creature that you have severely wounded. When you score a critical hit on a creature, you may expend one hit die as a reaction to grant yourself and all allies advantage on that creature until the end of your next turn. Virulent Expulsion At 14th level, when you reduce a creature, which has blood (up to DM's discretion), to 0 hit points with a melee or spell attack, you may cause the creatures carcass to swell with blood for 1 round. At the end of your next turn all creatures within a 10 foot radius must make a Dexterity Saving throw equal to your Spell Save DC on a failed save they take 2d12 necrotic damage or half on a successful save.

Blood Drinker At 18th level your mastery of blood magic has granted the ability to harness extraordinary destructive power. As an action, you can magically become an avatar of bloodlust, gaining the following benefits for 1 minute: You grow knife-like fangs. You can use these fangs to make a melee attack dealing 1d6 piercing damage + 2d8 necrotic damage. You heal for half of the total damage dealt. Additonally you can use your action to feed on a dead body within 5ft of you and recover 1 Hit Die.

Your spell attacks deal one extra damage die.

You gain 20 temporary hit points. Once you use this feature, you can’t use it again until you finish a long rest. Blood Rite of Manipulation Those that take the rites and rituals of Manipulation become master weavers of blood, boosting the effectiveness of allies and inhibiting their foes. When you choose this rite, you gain access to the following Spells at the indicated level. These count as Hemomancer Spells for you but do not count against the number of spells known. Rite of Manipulation Spells Hemomancer Level Spells 2nd Bane, Bless, Command 3rd Lesser Restoration, Warding Bond 5th Spirit Guardians, Speak with Dead 7th Locate Creature, Death Ward 9th Greater Restoration, Geas Blood Puppetry Beginning at 2nd level, you may attempt to control a creature by manipulating their blood. As an action, you target a Large or smaller creature (You may attempt this on a huge creature at level 8) that has blood (up to DM discretion) 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. You may use this ablity once per long rest. This increases to two uses at 6th level and 3 uses at 18th level. Bloodwork At 6th level you have learned to magically influence your body's natural healing abilities. When you use hit dice during a short rest, you may instead gain the max value of the die a number of times equal to your Wisdom modifier. This feature renews after a long rest. Vitality Surge By 10th level, you have learned how to channel some of your blood magic into healing. If you are below half your maximum health, you may use a bonus action to use a hit die to heal yourself for the hit die + your Constitution modifier (minimum 1). Hemo-Enhancement After reaching your 14th level, you are able to control the blood of willing creatures in order to assist them in a physical task. When helping allies on a Strength, Dexterity, or Constitution roll, they roll with advantage and your Proficiency modifier is added to the roll. This can vary from helping an ally clear a jump to making them swing an axe harder, but cannot be used for non-physical tasks, such as those that require an Intelligence, Wisdom, or Charisma roll. This can be done from a distance up to 60 ft. You may do this a number of times equal to your Constitution modifier (minimum of 1). Bloody Rebuke Beginning at 18th level, you can choose a creature you see within 30 feet of you and, as a bonus action, end a charm, fear, stun, or possession effect on them. The creature that caused the effect must make a Wisdom saving throw. On a fail they take 5d10 necrotic damage and are stunned until the end of your next turn. You may use this feature 4 times per long rest. Blood Rite of Affliction Those that take on the rite of Afflictions focus on the various toxins and maladies that afflict the blood and magically create these in their victims. When you choose this rite, you gain access to the following Spells at the indicated level. These count as Hemomancer Spells for you but do not count against the number of spells known. Rite of Affliction Spells Hemomancer Level Spells 2nd Bane, Color Spray 3rd Melph's Acid Arrow, Ray of Enfeeblement 5th Enemies Abound, Stinking Cloud 7th Compulsion, Vitriolic Sphere 9th Contagion, Cloudkill

Affliction Starting at 2nd level, you have learned to utter a foul curse and bring Afflictions upon your foes. You may do so no more than twice per long rest. As a bonus action you may: Curse a creature that you can see within 30 feet of you to painfully swell until the end of your next turn. For the duration, the creature has disadvantage on Strength and Dexterity checks, and suffers 1d8 necrotic damage if it attacks more than once during its turn.

Curse a creature within 30 feet with a coughing plague. The creature makes a Constitution saving throw against your spell save DC. On a success, the curse doesn't take hold. If it fails, for 1 minute, the target has disadvantage on its next Constitution saving throw and cannot take reactions. Additionally it cannot move more than half of its movement speed. The creature may repeat a constitution saving throw at the end of each of its turns.

Curse a creature within 30 feet to bleed from its eyes, ears, or mouth and nose. The creature makes a Constitution saving throw against your spell save DC. If it fails, it is considered mute, blinded, or deafened (choose one) until the end of its next turn.

Curse a creature within 30 feet to a virulent contagion. Any time it is hit by an attack until the end of your next turn, all creatures within 10 feet of it, including the target, take 1d8 necrotic damage. Infected Blood Beginning at 6th level, each time you are damaged by an attack, you may choose to have all creatures within 5 feet must make a Dexterity saving throw. On a success they receive no damage but on a failure they take necrotic damage equal to you Constitution modifier + half your hemomancer level (minimum of 2 damage). Increased Infection Rate Starting at level 10, your intense study has led to increased power of your Afflictions. You may now use your Affliction feature a number of times equal to 3. Additionally, the range at which you can cast afflictions increases to 45 feet. You also may regain one use of your Afflictions on a short rest if you expend a hit die. Circulatory Alterations Starting at level 14, your blood has altered your body greatly. You do not need to sleep and you cannot be blinded, deafened, or frightened. Additionally, unless incapacitated, you may treat any critical hit against you as a normal hit instead a number of times equal to your proficiency bonus. Aneurysm At 18th level you may attempt to cause a lethal aneurysm to begin forming in a creature. To do so, make a melee spell attack against a target creature. Expend a number of your current hit dice up to 10. This aneuyrsm is harmless unless you use your action to rupture it and will last for a number of days equal to your hemomancer level, before disappearing. Upon a rupture, the target must make a Constitution saving throw equal to your Hemomancer Spell Save DC or take full damage on a failed save, or half damage on a successful one. For each hit die that was spent, the target takes 2d10 necrotic damage. (In order to use this action, you and the target must be on the same plane of existence.) You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action. Hemomancer Added Spells Ritualistic Dagger 1st Level Necromancy Casting Time: 1 action

1 action Range: 5 Feet

5 Feet Components: Somatic, Material (the Athame)

Somatic, Material (the Athame) Duration: 1 round You infuse your blood into a strike made by your ritual dagger. Make a melee spell attack using your Athame. On a hit, the target takes 2d10 necrotic damage and must make a DC 12 Constitution saving throw. On a failure, they are poisoned until the end of your next turn. Hemomancer's Armor 2nd Level Abjuration Casting Time: 1 bonus action

1 bonus action Range: Self

Self Components: S, V

S, V Duration: 1 minute You touch a willing creature, and take 1d12 damage as your blood coagulates into armor conforming around the target's body. Their AC becomes 11+ your Constitution modifier for the duration of the spell. You may dismiss this spell as an action, regaining 1d4 health. Liquid Form 3nd-level transmutation Casting Time: 1 Reaction

1 Reaction Range: Self

Self Components: S

S Duration: Instantaneous As a reaction, you can impose -10 to the roll of a single attack as part of your body turns into blood. You may do so after hearing the attack roll but before hearing the damage roll (this spell will negate critical hits, but the subtraction is from the total of the attack roll). Below is the Hemomancy Spell List. You are highly encouraged to re-skin spells to have the blood magic theme.