Hemomancer Once someone gets their hands on blood magic, it can become addicting. Blood magic is intoxicating, releasing endorphins and weaving (ha) magic into a spectacular array of power, itself rather incredible. Once given to this power, however, the creature begins a process that is irreversible and transformative. Prerequisites and Special Condition Not just anyone can become a hemomancer. In order to advance as a hemomancer, you must meet the following prerequisites (in addition the existing multiclass requirements of your own class): Intelligence, Charisma, or Wisdom 13. Engaging in blood magic requires mental fortitude and talent.

Engaging in blood magic requires mental fortitude and talent. Constitution 13. Blood magic is incredibly straining on the body, and you need to be relatively hardy to handle the pain.

Blood magic is incredibly straining on the body, and you need to be relatively hardy to handle the pain. Able to cast 3rd level spells OR proficiency in the Arcana skill. You need to have some level of understanding of magic to bend the innate energy in blood.

You need to have some level of understanding of magic to bend the innate energy in blood. Character level 9th. Blood magic is difficult to master, and only profoundly powerful souls have the strength to wield it.

Blood magic is difficult to master, and only profoundly powerful souls have the strength to wield it. You must possess a Bloodmark. Bloodmarks are the key to understanding blood magic, and you must possess one to gain initial levels in this class. You do not need to retain the bloodmark after gain the first level in this class. Note: This is a thing in the world of Oakenheart. Doesn't have to be in yours. When you take a level in this class, you may choose another class to pair with it. Blood magic is viewed entirely through the lens of the creature wielding it, and it allows the character to treat hemomancer levels as class levels in the chosen class for the purpose of scaling features, such as Extra Attack, Brutal Critical, or Spellcasting. Class Features Hit Points Hit Dice: 1d8 per hemomancer level Hit Points per level: 1d8 (or 5) + your Constitution modifier per level. Proficiencies Tools: none Saving Throws: You may trade proficiency in one saving throw for another. Skills: none The Hemomancer Level Class Features Blood Surges Rites 1st Exsanguinate, Crimson Resilience, Blood Rites 2 2 2nd Adaptive Body 2 2 3rd The Ritual of Abomination 3 3 4th Mortality Dancer 3 3 5th Mastery Unlimited 4 Equipment When you become a hemomancer, you craft a special knife to be kept on your person at all times. It counts as an arcane focus for you, and is required to bring about certain hemomancer effects. If used as a weapon, it uses the dagger statistics. Exsanguinate When you take your first level in hemomancer, you can, as an action, use your ritual knife to become bloodied, slashing exposed skin and flesh. You only sustain superficial damage to enter this state; your wounds can even become less relevant, less hindering. Once bloodied, you have access to a number of other abilities. After a minute, your blood congeals and you are no longer bloodied. Damage you sustain as the result of a hemomancer feature cannot be reduced or mitigated, and ignores temporary hit points. You can become bloodied as many times as you have blood surges, as shown on the table above. You regain spent blood surges when you benefit from a long rest. When you become bloodied, you can use a bonus action to regain hit points equal to five times your Constitution modifier. Excess healing becomes temporary hit points that expire after a minute. Mastery: the hit points you regain are equal to five times your Constitution modifier plus the modifier of the mental ability you used to qualify for this class. Crimson Resilience Becoming a hemomancer instills a kind of supernatural strength in you. Your maximum hit points increases by one for each level of hemomancer you have.

Blood Rites You gain a grasp on the basic understanding of blood magic and its potency. While bloodied, you can augment your abilities, spells, and attacks in unique ways, known as Blood Rites. Blood Rites are detailed at the end of the class description. You know two of these, and learn new ones as shown on the Rites section of the class table. When you gain a level in hemomancer, you can swap any one rite you know for another. Adaptive Body, Adaptive Mind At 2nd level, you may increase one ability score of your choice by one, never exceeding 20 as usual. As you grow in power with blood magic, you change the course of your own growth, guiding and accelerating its development. You can increase your ability scores in this way While bloodied, you can, as a bonus action on your turn, spend hit points to increase an ability score temporarily, up to maximum of 30. You take force damage equal to the difference between your current score and the target score multiplied by three, and the score increases to the new value for the next ten minutes. If this would reduce your hit points to 0, you do not fall unconscious(or die) until the end of your turn. You still fall unconscious or die if you take damage from another source. Mastery: the force damage is multiplied by two instead of three. The Ritual of Abomination At 3rd level, you gain the ability to perform a special ritual, transforming yourself into something entirely different for a period of time. Over the course of an hour, you can use your ritual knife to create a five foot diameter magic circle inscribed with your blood. Once complete, you can use your action while a creature is standing in the circle to begin the transformation. Over the course of a minute, you change the shape of the creature in the circle in up to two ways, choosing from the following: Wings. Fibrous, leathery wings sprout from their back. They gain a fly speed of 60 feet.

Fibrous, leathery wings sprout from their back. They gain a fly speed of 60 feet. Echolocation. Massive, hypersensitive ears sprout from their skull. They gain 60ft blindsight, but disadvantage on Dexterity(Stealth) checks while benefitting from this blindsight.

Massive, hypersensitive ears sprout from their skull. They gain 60ft blindsight, but disadvantage on Dexterity(Stealth) checks while benefitting from this blindsight. Claws and Fangs. Nails become claws, and jaws grow fangs. Their unarmed attacks gain the finesse and reach traits, dealing 1d10 slashing, bludgeoning, or piercing damage (your choice). They cannot hold weapons that are not specifically designed for this form.

Nails become claws, and jaws grow fangs. Their unarmed attacks gain the finesse and reach traits, dealing 1d10 slashing, bludgeoning, or piercing damage (your choice). They cannot hold weapons that are not specifically designed for this form. Spell Resonator(Counts as 2). A glowing bulb of magic builds up and grows within the creature as rotund pot belly of vibrant energy. The creature can re-roll and 1s and 2s on spell damage rolls, using the new results. They also emit dim light (your choice of color) in a 5 ft radius.

A glowing bulb of magic builds up and grows within the creature as rotund pot belly of vibrant energy. The creature can re-roll and 1s and 2s on spell damage rolls, using the new results. They also emit dim light (your choice of color) in a 5 ft radius. Apex Evolution. The creature's biology becomes unstable and mutant. They can breathe underwater, and never feel the effects of extreme climates.

The creature's biology becomes unstable and mutant. They can breathe underwater, and never feel the effects of extreme climates. Chameleon. The creature's skin gains the ability to change color to blend into its surroundings. They have advantage on Dexterity(Stealth) checks.

The creature's skin gains the ability to change color to blend into its surroundings. They have advantage on Dexterity(Stealth) checks. Leg Musculature. The muscles in the creature's legs grow strong and powerful, enlongating. Their walking speed increases by 10, and they can dash as a bonus action on their turn.

The muscles in the creature's legs grow strong and powerful, enlongating. Their walking speed increases by 10, and they can dash as a bonus action on their turn. Quills and Spines. Their body grows vicious spines or spikes; when a creature within 5 ft hits them with a melee attack, that creature takes 5 piercing damage. The spines can be fired as ranged attacks, with the same statistics as a dart , but requiring no free hands.

Their body grows vicious spines or spikes; when a creature within 5 ft hits them with a melee attack, that creature takes 5 piercing damage. The spines can be fired as ranged attacks, with the same statistics as a dart , but requiring no free hands. Breath Weapon (Counts as 2). The creature gains a breath weapon, choosing from the table below. The breath weapon's save is equal to 8 + the creature's Constitution modifier + the creature's proficiency, and it deals 3d6 of the selected damage type. The breath weapon can be used no more than once every minute. Damage Type Breath Weapon Acid 5 by 30 ft. line (Dex. save) Lightning 5 by 30 ft. line (Dex. save) Fire 15 ft. cone (Dex. save) Poison 15 ft. cone (Con. save) Cold 15 ft. cone (Con. save) These effects last for 8 hours, during which your maximum hit points are lowered by 5 for each change made. Mastery: you can make one additional change. Mortality Dancer Hemomancers at 4th level can feel the effect of blood magic on a primal, feral level. Your body has become used to the dangerous balance you strike between life and death. When you take damage that drops you to below half of your maximum hit points while bloodied, you can make a Constitution check at the beginning of your turn. If you roll an 10 or higher, the hit point damage you inflict on yourself as the result of a hemomancer ability or feature is halved. Each time you succeed on the Constitution check, its difficulty increases by 5, resetting after you benefit from a long rest. Mastery NOTE: You cannot reach 5th level in this class without being 14th character level first. The 5th level of this class brings about a change in your understanding of blood magic, a mastery. You can even see the magic flowing through others, and can influence it, under certain conditions. All of the Mastery effects are now active, and you gain the following trait: