Difference between revisions of "Hemomancy (5e Subclass)"
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− | + | Starting at 10th level, your Maximum Hit Points increase by 1 per Wizard level and can not be reduced. Furthermore, your '''Transfusion''' ability can be used to heal a creature that you can see within 30 feet of you. | |
=== Benefit Name at 14th level === | === Benefit Name at 14th level === |
Revision as of 01:09, 29 January 2021
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Contents
Hemomancy
Hemomancy is a forgotten tradition that explores the control of life energy for their benefit. Hemomancers focus on boosting their magic with their own blood or siphoning health from a creature to heal another, being able to manipulate the life-force of those who cross paths with them
Prophecy of the Blood Moon
Starting at 2nd level, when you are under the direct light of a Full Moon:
- You have advantage on spell attack rolls
- Creatures who make a saving throw against your spells have disadvantage
- You can cast spells without the need of verbal or sematic components
This only works for spells from the Necromancy school of magic and your subclass features.
Furthermore, in the event of a Blood Moon, you have complete access to all spells from the Necromancy school. These spells count as prepared and known for you and you can cast them using your available spell slots.
Drain and Consume
Also at 2nd level, you have a pool of Blood Tokens which you can use for your subclass features. You gain 1 Blood Token whenever you deal damage with a spell of 1st level or higher. You can have a maximum of Blood Tokens equal to your Intelligence Modifier + your Proficiency Bonus, and they reset back to 0 after a Long Rest. You can't draw Blood Tokens from Constructs or Undead.
- Transfusion: As a bonus action after dealing damage with a spell of 1st level or higher, you can consume 2 Blood Tokens to heal for an amount equal to the spell's level + your Proficiency Bonus.
- Crimson Rush: As a bonus action, you can consume 1 Blood Token to double your speed for one turn.
- Empty Vessel: During a Short Rest, you can consume all of your Blood Tokens to heal for 1d6 x the number of Blood Tokens expended.
You can also trade your own life-force to gain Blood Tokens. As an Action, you take 1d6 necrotic damage per Blood Token made this way. Gaining Blood Tokens this way also reduces your Hit Point Maximum by 1 per Blood Token made this way, and the damage can not be reduced by any resistances or immunities. Your Hit Point Maximum goes back to normal on a Long Rest.
Crimson Pact
Starting at 6th level, your understanding of Hemomancy grows as you learn to draw power from your life energy to boost spells you cast. When you upcast a spell, you can choose to spend a number of Blood Tokens equal to the upcast. You can not upcast beyond your spell slot limit and the original spell slot is still expended.
For the purposes of Counterspell and Dispel Magic, the spell is treated to be cast with the original spell slot
Half-full Cup
Starting at 10th level, your Maximum Hit Points increase by 1 per Wizard level and can not be reduced. Furthermore, your Transfusion ability can be used to heal a creature that you can see within 30 feet of you.
Benefit Name at 14th level
Benefit description
Add additional benefit headers and descriptions as needed...
Back to Main Page → 5x → 5e → Classes → Subclasses
Elelfojoav |
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Author | ElElfoJoa + |
Canon | true + |
Class | Wizard + |
Identifier | 5e Subclass + |
Rating | Undiscussed + |
Summary | Hemomancy is a forgotten school of magic that uses the life-force of living creatures to power their magic. They can transfuse health, boost a spell using their own blood, or drain their victims to death + |
Title | Hemomancy + |