Hemomancy (5e Subclass)
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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
Knack for Blood
Starting at 2nd level, you are able to use your own blood as the component for your spells. When you cast a spell that requires material components, you can inflict a puncture or minor cut on yourself (no action required). If a spell has costly material components (greater than 1 gp) the component must still be provided.
Also at 2nd level, you are used to getting injured, so much so that maintaining concentration on a spell becomes easier. When you make a Constitution Saving Throw to attempt to maintain concentration on a spell, you treat the damage taken as 1 less per level in this class for the purposes of determining the Concentration check DC. In the case of taking the same amount of damage as your level, the DC would be 10.
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 1d8 necrotic damage per Blood Token made this way. This damage can not be mitigated by Temporary Hit Points and it can not be reduced by any resistances or immunities. Gaining Blood Tokens this way also reduces your Hit Point Maximum by 1 per Blood Token made this way. Your Hit Point Maximum goes back to normal on a Long Rest.
Any Hemomancy feature that would reduce the character to 0 Hit Points will not work
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.
Hemoplague
At 14th you have reached the pinnacle of Hemomancy, allowing you to unleash all of your power reservoir in a Hemoplague. As an action, you can spend 7 Blood Tokens to make blood rain in a 20-foot radius cylinder centered on a point you can see within 60 feet. All living creatures in the area (that are not Construct or Undead) have to make a Constitution Saving Throw or take 4d12 necrotic damage, or half as much on a save.
Half the damage dealt by this ability becomes a pool of Hit Points that you can use to heal any creature of your choice that you can see within 30 feet of you (that are not Construct or Undead.) The pool of Hit Points only works as part of this action. If the healing were to surpass the Maximum amount of Hit Points of a creature, half of the excess number (rounded down) becomes Temporary Hit Points. This healing can not bring a creature back to consciousness. In the case of healing an unconscious creature, it will become conscious after 1d4 hours.
Once you used this feature, you can't use it again until you finish a long rest.
Prophecy of the Blood Moon
At 20th level, you can invoke a Blood Moon for one hour after completing a Ritual of one minute. If it is daytime, the skies go dark in an area of 10 miles. While under the light of a Blood Moon, you gain the following benefits:
- 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 somatic components
- Any healing done on you is doubled
- 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.
This only works for spells from the Necromancy school of magic and your subclass features.
Once you invoke a Blood Moon, you can't do so again for 1d4 weeks.
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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 + |