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Published by goroiamanuci, 2023-08-26 08:46:49

Hemomancer _ GM Binder

Hemomancer _ GM Binder

Hemonancer Overview The Hemomancer is a spellcasting class that harnesses the power of blood magic to deal damage, heal, and manipulate life force. They wield weapons infused with their own blood, creating a unique bond that allows them to channel their magic through melee combat. A brief Preface In the realm of Praesidia, where the threads of magic and nature are interwoven, there exists a unique and enigmatic group known as the Hemomancers. These individuals have unlocked the latent powers of the ancient World Tree of Elevia, harnessing its life-giving energies to wield the magic of blood in ways that few can comprehend. The Hemomancers are intrinsically tied to the delicate balance between life and magic, using their abilities to cleanse, heal, and manipulate blood as a means of fostering both the well-being of their kin and the harmony of their world. Hemomancy in Praesidia The Hemomancers, living in harmony with their surroundings, often establish their communities in the tranquil groves and sacred sites surrounding the World Tree Elevia. These settlements become centers of knowledge, where young Hemomancers are trained and where the mysteries of blood magic are preserved through generations. The Hemomancers understand the vital role they play in maintaining the health of the realm, and they are often sought out for their unique healing abilities. Hemomancers are deeply respected and revered by other inhabitants of Praesidia. Many view them as wise healers, capable of mending wounds and curing ailments that would otherwise be incurable. However, some are cautious of their power, knowing that mastery over blood magic requires a deep understanding of its consequences and the balance between life and death. In the realm of magic, the Hemomancers stand as a testament to the interconnectedness of all things. Through their manipulation of blood, they not only heal and protect, but also remind the world that life's vitality flows through every living being, connecting them to the eternal pulse of the World Tree's magic. Creating a Hemomancer To become a Hemomancer is to embrace a journey that intertwines the mysteries of blood magic with the sanctity of nature's essence. Hemomancers are often chosen at a young age, displaying a deep affinity for the World Tree's energies and the innate magic that flows through their own veins. Their training is rigorous and spiritual, demanding both mastery over the manipulation of blood and an understanding of the interconnectedness of all living beings. As they progress, Hemomancers learn to channel their powers for a variety of purposes, from healing wounds to shaping the very flow of life force. Hemomancers possess an intrinsic connection to the World Tree Elevia, and their abilities reflect this bond. They wield their magic through incantations that resonate with the primal energies of the tree, harnessing its life-giving essence to manipulate blood and restore vitality. Their spells are often accompanied by symbolic gestures, reflecting their reverence for the balance of life and their desire to preserve it. Backgrounds Treewarden Disciple You were raised within the sacred groves surrounding the World Tree Elevia, learning the ancient ways of the Hemomancers from a young age. As a Treewarden Disciple, you were trained to channel the tree's life-giving energy to cleanse and heal, and you were instilled with a deep reverence for the balance of life and magic. Your upbringing within the Hemomancer community has made you well-versed in the rituals and traditions of your people. Skill Proficiencies: Nature, Medicine Tool Proficiencies: Herbalism Kit Bloodline Seeker You come from a lineage of Hemomancers, tracing your family's roots back to the earliest days of the World Tree's magic. The secrets of blood manipulation have been passed down through generations, and you are determined to uncover the full extent of your ancestral legacy. As a Bloodline Seeker, you travel the realm in search of forgotten lore and hidden locations that hold the key to unlocking your bloodline's potential. Skill Proficiencies: Medicine, Persuasion Tool Proficiencies: Alchemist's Supplies 1


Class Features As a hemomancer, you gain the following features. Hit Points Hit Dice: 1d10 per hemomancer level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per hemomancer level after 1st Proficiencies Armor: Light armor, medium armor. Weapons: Simple weapons, Martial Weapons Tools: Healer's Kit Saving Throws: lntelligence, Constitution Skills: Medicing and choose one from Arcana, Religion, lnsight, Nature, Perception and Survival. Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) any simple weapon (a) a scimitar or (b) any simple melee weapon Leather armor, an explorer's pack, and a tome of prayer Quick Build You can make a hemomancer quickly by following these suggestions. First, Constitution should be your highest ability score, followed by a balance of all others but prioritizing Wisdom. Second, choose the sage background. The Hemomancer Level Proficiency Bonus Features Blood Dice Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 1st +2 Bloodbonding — 2 2 — — — — — — 2nd +2 Hemomancer's Blood Dice, Bloodletting Dice 1, d4 2 3 — — — — — — 3rd +2 — 1, d4 2 4 2 — — — — — 4th +2 Hemomantic Blood Dice, Ability Score Improvement 2, d4 3 4 3 — — — — — 5th +3 — 2, d6 3 3 4 3 2 — — — 6th +3 Blood Magic Mastery 3, d6 3 4 3 3 — — — — 7th +3 — 3, d6 3 4 3 3 1 — — — 8th +3 Bloodbonded Fortification, Ability Score Improvement 4, d6 3 4 3 3 2 — — — 9th +4 — 4, d6 3 4 3 3 3 1 — — 10th +4 Lifeblood Surge 4, d6 4 3 3 3 2 — — — 11th +4 — 4, d8 4 4 3 3 3 2 1 — 12th +4 Exsanguinate, Ability Score Improvement 4, d8 4 4 3 3 3 2 1 — 13th +5 — 4, d8 4 4 3 3 3 2 1 — 14th +5 — 4, d8 4 4 3 3 3 2 1 — 15th +5 — 4, d8 4 4 3 3 3 2 1 — 16th +5 Ability Score Improvement 4, d8 4 3 3 3 2 1 1 1 17th +6 Sanguine Ascendance 4, d10 4 4 3 3 3 2 1 1 18th +6 — 4, d10 4 4 3 3 3 2 1 1 19th +6 Ability Score Improvement 4, d10 4 4 3 3 3 2 2 1 20th +6 — 4, d10 4 4 3 3 3 2 2 2 2


Spellcasting Drawing on the divine essence of blood itself, you can cast spells to shape that essence to your will. See chapter 10 for the general rules of spellcasting. Cantrips At 1st level, you know two cantrips of your choice from the hemomancer spell list. You learn additional hemomancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the hemomancer table. Preparing And Casting Spells 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. You prepare the list of hemomancer spells that are available for you to cast, choosing from the hemomancer spell list. When you do so, choose a number of hemomancer spells equal to your Constitution modifier + your hemomancer level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 3rd-level hemomancer, you have four 1st-level and two 2nd-level spell slots. With a Constitution of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Siphon Life, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of hemomancer spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Constitution is your spellcasting ability for your hemomancer spells, since your magic draws upon your devotion and attunement to life essence. You use your Consitution 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 Ritual Casting You can cast a hemomancer spell as a ritual if that spell has the ritual tag and you have the spell prepared. Spellcasting Focus You can use your book of prayer as a spellcasting focus, as long as you make a blood sacrifice of your own blood after every 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. Bloodbonding: At 1st level, you learn the ritual of Bloodbonding. During a short rest, you can perform this ritual on a melee weapon you are proficient with. Once the ritual is complete, the weapon becomes your Bloodbonded weapon. You can use your Constitution modifier instead of Strength or Dexterity for attack and damage rolls with this weapon. If you’re afflicted by a disease or are poisoned, enemies struck by your Bloodbonded weapon need to succeed a DC12 Constitution save or become afflicted as well. Hemomancer's Blood Dice At 2nd level, you gain a special die called Hemomancer's Blood Dice, which starts as a d4. You can expend this die to enhance your attacks and abilities. The die increases to a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level. You gain another dice at 4th, 6th and 8th levels. You regain all expended Hemomancer's Blood Dice after finishing a long rest. Bloodletting Strikes Starting at 2nd level, when you hit a creature with a melee weapon attack using your Bloodbonded weapon, you can choose to expend a Hemomancer's Blood Die to deal additional necrotic damage equal to the result rolled on the die. Hemomantic Resilience At 4th level, your connection to blood magic enhances your physical and magical resilience. You gain resistance to necrotic damage, and whenever you roll a Hemomancer's Blood Die for damage, you regain hit points equal to half the result rolled on the die. Blood Magic Mastery Beginning at 6th level, your mastery over blood magic grows stronger. When you cast a spell that deals damage or restores hit points, you can roll a Hemomancer's Blood Die and add it to the spell's damage or healing. Bloodbonded Fortification At 8th level, your Bloodbonded weapon becomes an extension of your own life force, its magical bond with you enhancing your survivability. While you are attuned to your Bloodbonded weapon, you gain temporary hit points equal to your Hemomancer level at the start of each of your turns. 3


Lifeblood Surge At 10th level, you can channel an immense surge of life force through your Bloodbonded weapon. Once per long rest, you can spend a full action to charge your weapon. For the next minute, all your melee weapon attacks deal an additional 2d6 necrotic damage, and you regain hit points equal to half the necrotic damage dealt by your attacks. Exsanguinate At 12th level, you unlock the ability to tap into the life essence of your enemies, draining their vitality to fuel your own power. When you deal damage to a creature with a spell that requires an attack roll or forces a saving throw, you can choose to activate the Exsanguinate feature. The target must make a Constitution saving throw against your spell save DC. On a failed save, the target takes an additional 6d6 necrotic damage, and that kills them, you regain one expended spell slot of your choosing. On a successful save, the target takes half damage, and you don't regain any hit points. Sanguine Ascendance At 17th level, you become a true master of hemomancy. Once a day, as an action, you may draw blood from all living creatures within 60 feet of you that have taken physical damage in the last 1 minute. Each creature takes 3d10 necrotic damage and you restore health equal to half their damage taken. Any overhealing from Sanguine Ascendance is added as temporary hit points to Bloodbonded Fortification, if it is active. 4


Hemomancer Spell List Cantrips (0 Level) Bloodstrike Blood Mending Guidance Infestation (XGtE) Resistance Sanguine Dart Shape Water (XGtE) 1st Level Charm Person Create or Destroy Water Crimson Bond Cure Wounds Detect Magic Detect Poison or Disease Fog Cloud Healing Word Heart Strike Purify Food and Drink Sanguine Surge Siphon Life 2nd Level Blood Armour Bloodline Vision Enhance Ability Healing Spirit (XGtE) Hold Person Lesser Restoration Locate Animals or Plants Pass without Trace Protection from Poison Sanguine Whip Strangulate 3rd Level Blood Boon Bloodbonded Recall Bestow Curse Darkness Dispel Magic Fast Friends Feign Death Hemomancer's Appraisal Mass Healing Word Remove Curse Revivify Speak With Dead Tongues Water Breathing Water Walk 4th Level Blight Charm Monster (XGtE) Claret Veil Confusion Control Water Death Ward Dominate Beast Ephemeral Resurgence Furia's Blade Barrier Freedom of Movement Hallucinatory Terrain Hemovital Drain Life Exchange Locate Creature 5th Level Antilife Shell Awaken Bloodlink Bloodletting Torrent Contagion Geas Greater Restoration Insect Plague Mass Cure Wounds Planar Binding Sanguine Visage Scrying 6th Level Create Undead Harm Heal Marrowrend Primordial Ward (XGtE) Elivic Nexus Wall of Thorns Wind Walk 7th Level Hemomantic Exchange Mirage Arcane Nova of Aranesh Plane Shift Regenerate Reverse Gravity Symbol 5


Spells Cantrips Bloodstrike Necromancy cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: 1 round Make a melee spell attack against a creature within range. On a hit, the target takes 1d6 necrotic damage. Blood Mending Necromancy cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous You touch a creature and mend their wounds with your blood magic. You take 2d4 necrotic damage and your target restores half of that + your spellcasting modifier as health. Blood Mending Necromancy cantrip Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You give nearby spilt blood form, hurling a dart made of blood at a target within range. Make a ranged spell attack. On a hit, the target takes 1d12 piercing damage. If there's no spilt blood in your vicinity, you may choose to take 1d4 necrotic damage instead. Level 1 Spells Crimson Bond Level 1 Enchantment Casting Time: 1 action Range: Touch Components: V, S Duration: 1 hour You establish a blood bond between yourself and a willing creature you touch. For the duration, you can communicate telepathically with each other, regardless of distance. Additionally, you can share your senses with the bonded creature for a limited duration of 1 minute, allowing you to see, hear, and feel what the creature does during that time. Heart Strike Level 1 Necromancy Casting Time: 1 bonus action Range: Touch Components: V, S Duration: 1 round Your next melee attack with your Bloodbonded weapon is imbued with blood magic. Gain +4 on your next attack roll, and on hit, the target takes an extra 1d8 necrotic damage or 1d12 necrotic damage if they have been damaged by a physical attack within the last 1 minute. Sanguine Surge Level 1 Transmutation Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute. You empower an ally's weapon with blood magic. You take 1d8 necrotic damage, and for the duration, their melee weapon attacks deal an additional 2d6 necrotic damage. Siphon Life Level 1 Necromancy Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous You drain life force from a target creature. Make a melee spell attack. On a hit, the target takes 2d6 necrotic damage, and you regain hit points equal to half the damage dealt. Level 2 Spells Blood Armour Level 2 Necromancy Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute For the next minute and while concentrating, whenever any nearby creature takes physical damage, you can draw their lost blood onto you, gaining 1d6 + your proficiency bonus as temporary hit points. 6


Level 2 Spells Bloodline Vision Level 2 Divination Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 hour You attune your senses to the lineage of blood within an area, gaining insights into the history of events and creatures that have passed through. For the duration, you gain the ability to see the residual echoes of recent events in the area you are in, up to the past 24 hours. You can determine the number and type of creatures that passed through, their size, and the general direction they went. Additionally, you can attempt to glimpse specific events by concentrating for one minute, allowing you to see brief flashes of images and sounds related to those events. Sanguine Whip Level 2 Necromancy Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a ranged spell attack against the target. If the attack hits, the creature takes 2d6 piercing damage + 1d6 necrotic damage, and if the creature is living and Large or smaller, the whip becomes tethered to it. If the creature attempts to move while tethered, they have to succeed a Dexterity saving throw or take 1d6 necrotic damage and be pulled 10 feet towards you. The whip cannot be cut, damaged or severed. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can choose an additional target for each level above 2nd. Strangulate Level 2 Necromancy Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous You make a melee spell attack against a creature within reach. On a hit, the target is incapacitated for 2 turns. Level 3 Spells Bloodbonded Recall Level 3 Conjuration Casting Time: 1 bonus action Range: 120 feet Components: V, S Duration: Instantaneous You summon your Bloodbonded weapon to your hand, regardless of its location. You can also choose to expend a normal action for this spell to not consume a spell slot. Blood Boon Level 3 Transmutation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You bestow either a boon of vitality or a curse of hemorrhage on a target creature. Choose one: Boon of Vitality: The target gains temporary hit points equal to 3d8 + your spellcasting ability modifier. Curse of Hemorrhage: The target takes 3d8 necrotic damage, and its movement speed is reduced by 10 feet until the end of its next turn. Hemomancer's Appraisal Level 3 Divination Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes. You attune your senses to the flows of blood magic in your surroundings. For the duration, you gain blindsight with a range of 30 feet. This blindsight allows you to perceive creatures and objects, even if they are invisible or in darkness, as long as they are within range. Additionally, you can detect the presence of magical auras and disturbances within the area. 7


Level 4 Spells Claret Veil Level 4 Transmutation Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute. You twist and turn yourself into a mist of blood that grants you advantage on Stealth checks and can pass through small holes, narrow openings, and even mere cracks. You can also choose to become partially incorporeal, granting you resistance to non-magical physical damage and advantage on Dexterity saving throws against effects that would restrain or grapple you. While in this form, you can’t talk or manipulate objects, and any objects you were carrying or holding can’t be dropped, used, or otherwise interacted with. You also can’t attack or cast spells. Ephemeral Resurgencce Level 4 Necromancy Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes. You infuse a recently deceased creature with spectral blood magic, reviving them as a spectral ally. The ally gains temporary hit points equal to your Hemomancer level + your proficiency bonus for the duration. Furia's Blood Barrier Level 4 Necromancy Casting Time: 1 action Range: Self (10 foot radius) Components: V, S Duration: Concentration, up to 1 minute. You create a swirling barrier of blood-infused blades around you. Creatures that enter the area or end their turn there take 4d10 slashing damage and 1d8 necrotic damage for 2 turns. Life Exchange Level 4 Necromancy Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous You exchange hit points with a willing creature you touch. The target regains hit points equal to half your current hit points, and you take the same amount of damage. If you are afflicted by poison or disease, the target must succeed a DC10 Constitution saving throw or be afflicted as well. Level 5 Spells Bloodlink Level 5 Necromancy Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, 1 minute You establish a link between yourself and a willing creature you touch. While the link is active, you can transfer half of the damage the target takes to yourself as necrotic. Damage taken through Bloodlink does not trigger Concentration checks. Bloodletting Torrent Level 5 Necromancy Casting Time: 1 action Range: Self (Cone 30-feet) Components: V, S Duration: Instantaneous You unleash a torrent of blood magic in a cone. Each creature in the area must make a Dexterity saving throw, taking 6d8 necrotic damage on a failed save, or half as much on a successful one. Sanguine Visage Level 5 Necromancy Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute Sacrificing some of your own blood, you summon a monstrous visage of yourself that you freely control. You take 5d8 necrotic damage and your visage gains that many temporary hit points. It also gains one spell slot of each level lower than the one expended to summon it. As a bonus action each turn, you may swap location with your visage. If dispelled or you lose concentration, you regain hit points equal to half the remaining of the visage. 8


Level 6 Spells Elivic Nexus Level 6 Transmutation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute You open a nexus of pulsating blood magic at a point within range. This nexus forms a two-way conduit, allowing for the swift transfer of creatures and objects. Any creature or object that willingly enters the nexus can be instantaneously transported to the other end as a bonus action, appearing at a point you choose within 30 feet of the nexus. Additionally, the nexus can now be expanded to encompass a 20-foot cube area. Any creature or object within the area can be transported through the nexus, even without willing entry. The conduit can carry multiple creatures and objects at once, and they all arrive at the destination simultaneously. While concentrating on this spell, you can manipulate the nexus to move its exit point to any location within 120 feet. This allows for versatile repositioning and tactical advantages on the battlefield. Furthermore, you gain the ability to attune the nexus to a specific creature or object. Once per round, as a reaction, you can expend a Hemomancer's Blood Die to instantly teleport the attuned creature or object to the nexus's exit point. This reaction can be taken even outside your turn. At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the range of the portal's exit point movement increases by an additional 30 feet for each level above 6th. Marrowrend Level 6 Necromancy Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous Locate an open wound on a recently hurt living creature and, turning your Bloodbonded weapon into bloody mist, transfuse it into them. The targeted creature must make a Constitution saving throw, taking 6d12 damage on a failed save and making them Incapacitated for 1 round, or half as much damage on a successful one. Level 7 Spells Hemomantic Exchange Level 7 Necromancy Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute You establish a magical link between two creatures, allowing them to share healing and damage taken. While the link is active, any hit points regained or lost by one creature are also applied to the other creature. Nova of Aranesh Level 7 Necromancy Casting Time: 1 action Range: Self (30-foot radius) Components: V, S Duration: Instantaneous You create a massive explosion of blood magic, causing a nova of energy to erupt from you. Each creature within the radius must make a Dexterity saving throw, taking 8d10 necrotic damage and become blinded on a failed save, or half as much on a successful one.


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