Eldritch Hemocraft (5e Alternate Class Feature)

From Dungeons and Dragons Wiki
Jump to: navigation, search
Homebrew.png
Author: Zhenra-Khal (talk)
Date Created: 12-17-21
Status: First Draft
Editing: Don't edit without discussion. Unauthorized edits will be reverted.
ArticleUndiscussed.png
Rate this article
Discuss this article

The Eldritch Hemocraft alternate class feature is part of the Z's Blood Magic sourcebook, and uses the mechanics and features presented therein.

Warlocks are known to go to great lengths to draw power from otherworldly influences, whether selling their souls, giving away their firstborn, or shredding their sanity. However, a few eldritch practitioners delve into the depths of ancient Hemocraft to invoke the power of their patron, and while they are as varied in the entities they deal with, they all share in paying for their power in blood.

Prerequisite[edit]

In order to choose this alternate class feature, the character must meet or exceed the following prerequisite(s): Consitutition 13.

Table: Eldritch Hemocraft

Warlock
Level
Proficiency
Bonus
Cantrips
Known
Spells
Known
Spell Slots Slot Level Hemocraft
Die
Rites Sacrifice
Points
Sacrifice
Limit
Features
Sacraments
Known
Rites
Known
1st +2 1 2 1 1st (1)d4 1 2 1 1 Pact Magic, Hemocraft, Well of Sacrifice, Otherworldly Patron
2nd +2 1 2 1 1st (1)d4 2 3 1 1 Eldritch Invocations
3rd +2 1 3 1 2nd (1)d4 2 3 2 1 Pact Boon
4th +2 2 4 1 2nd (1)d4 2 4 2 1 Ability Score Improvement, Eldritch Versatility (Optional)
5th +3 2 5 1 3rd (2)d6 2 4 3 2 No Cost Too Great
6th +3 2 5 1 3rd (2)d6 2 5 3 2 Otherworldly Patron feature
7th +3 2 6 2 4th (2)d6 2 5 4 2 -
8th +3 2 7 2 4th (2)d6 3 6 4 2 Ability Score Improvement, Eldritch Versatility (Optional)
9th +4 2 7 2 5th (2)d8 3 6 5 3 Sacrificial Lamb
10th +4 3 7 2 5th (2)d8 3 7 5 3 Otherworldly Patron feature
11th +4 3 8 2 5th (3)d8 3 7 6 3 Mystic Arcanum (6th level)
12th +4 3 8 2 5th (3)d8 4 8 6 3 Ability Score Improvement, Eldritch Versatility (Optional)
13th +5 3 9 2 5th (3)d10 4 8 7 4 Mystic Arcanum (7th level)
14th +5 3 9 2 5th (3)d10 4 9 7 4 Otherworldly Patron feature
15th +5 3 10 3 5th (3)d10 4 9 8 4 Mystic Arcanum (8th level)
16th +5 3 10 3 5th (3)d10 5 10 8 4 Ability Score Improvement, Eldritch Versatility (Optional)
17th +6 3 11 3 5th (4)d12 5 10 9 5 Mystic Arcanum (9th level)
18th +6 3 11 3 5th (4)d12 5 11 9 5 -
19th +6 3 12 3 5th (4)d12 5 11 10 5 Ability Score Improvement, Eldritch Versatility (Optional)
20th +6 3 12 3 5th (4)d12 5 11 10 5 Everdeep Well

Hit Die[edit]

With this alternate class feature, the Hit Die for the Warlock is a d10, instead of a d8.

If swapping from the normal Warlock class to Eldritch Hemocraft after many levels (Which is not recommended, but possible with the right DM), don't re-roll your hit points - Simply replace the size of your Hit Dice for your Warlock levels, and increase your hit point maximum by 1 for each Warlock level you possess.

Pact Magic[edit]

Your Hemoturgical research and the magic bestowed on you by your patron have given you facility with spells.

Cantrips[edit]

At 1st level, you know one cantrip of your choice from the Warlock spell list. You learn additional Warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Eldritch Hemocraft table.

Spell Slots[edit]

The Eldritch Hemocraft table shows how many spell slots you have to cast your Warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a Short or Long Rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell Witch Bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher[edit]

At 1st level, you know two 1st-level spells of your choice from the Warlock spell list.

The Spells Known column of the Eldritch Hemocraft table shows when you learn more Warlock spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new Warlock spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the Warlock spells you know and replace it with another spell from the Warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability[edit]

Charisma is your spellcasting ability for your Warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Warlock spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier.

Spell attack modifier = your proficiency bonus + your Charisma modifier.

Spellcasting Focus[edit]

You can use an arcane focus as a spellcasting focus for your Warlock spells.

Blood Focus[edit]

When you cast a Warlock spell that requires a material component, you can choose to lose 1 hit point in order to ignore that component, unless it has a monetary value greater than 1 gp. If the material costs 1gp or more, you can choose to lose hit points equal to one roll of your Hemocraft Die for every 25gp of the component's cost, to a minimum of one roll of your Hemocraft Die for a material component that costs 25gp or less.

Hemocraft[edit]

At 1st level, you gain the Hemocraft ability, allowing you to harm yourself to unleash ancient power, as is your birthright. You gain a Hemocraft Die, as shown on the Eldritch Hemocraft table above, which you may use to Rend yourself in order to activate your blood magic; This also grants you a handful of Sacrifice Points that you may use to fuel your Hemocraft abilities. Additionally, you gain access to Corpse Magic, allowing you to manipulate the blood of the recently departed as well as your own.

When you reach your 5th character level, when you Major Rend, you may roll your Hemocraft Die twice, totaling the results. This increases to 3 rolls when you reach your 11th character level, and to 4 rolls when you reach your 17th character level.

You may add your Warlock levels to your total Hemocraft level for the purposes of determining the size of your Hemocraft Die, and the number of Sacrifice Points you possess.

Bloodborne Sacraments[edit]

You learn how to use your blood to perform sacred - Or profane - Rites of hemocraft magic, awakening a primal connection within yourself, binding a magical force to your blood. You can unleash this force sparingly by merely living, but spilling your blood amplifies it further.

When you choose this alternate class feature, you gain access to a small number of Bloodborne Sacraments, from which you may learn a handful of Sanguine Rites, powerful invocations of blood magic that your can use by consuming your life force. The first Sacrament you learn must be a Basic Sacrament, but once you've learned a Basic Sacrament (Either from levels in a Hemocraft class, or from another source, such as the Hemocraft Initiate feat or the Hexborne Blessing of a Durlaanar), you may learn Advanced Sacraments. The number of Sacraments you may gain access to and the number of Rites you may learn from those Sacraments are both detailed in the Rites section of the Eldritch Hemocraft table above.

Each time you gain a Warlock level, you may replace one Rite you know with another Rite you qualify for from one of your Sacraments.

Hemocraft Ability[edit]

Some blood magic abilities, such as Sanguine Rites, may require you to make an attack roll, or force a target to make a saving throw. Charisma is the ability you use for your Eldritch Hemocraft. You use your Charisma whenever an ability refer to your Hemocraft ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Hemocraft ability you use, and when making an attack roll with one.

Hemocraft save DC = 8 + your proficiency bonus + your Charisma modifier.

Hemocraft attack modifier = your proficiency bonus + your Charisma modifier.

Well of Sacrifice[edit]

At 1st level, you learn to convert your life force into raw magical energy. This life force is represented by Sacrifice Points, which allow you to create a variety of magical effects.

You have 1 Sacrifice Point, and you gain more as you reach higher levels, as shown in the Sacrifice Points column of the Eldritch Hemocraft table. You can never have more Sacrifice Points than shown on the table for your level, unless another feature grants you more. You regain all expended Sacrifice Points when you finish a Long Rest.

When you gain this feature, your number of Sacrifice Points improves beyond the norm, as you learn new and better methods for converting life force into magical aether. When multiclassing, compare your Warlock levels to your total number of Hemocraft levels on the Hemocraft table, and use the better Sacrifice Point and Sacrifice Limit values.

Eldritch Sacrifice[edit]

Whenever a Warlock class or subclass feature - Such as the Eldritch Smite invocation - Requires you to expend a Pact Magic spell slot, you may instead expend a number of Sacrifice Points equal to the level of the spell slot desired, suffering the corresponding consequences.

Otherworldly Patron[edit]

At 1st level, you have struck a bargain with an otherworldly being of your choice. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Otherworldly Patrons are not listed here; They can be found elsewhere.

Eldritch Invocations[edit]

In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

At 2nd level, you gain two eldritch invocations of your choice. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. A level prerequisite refers to your level in this class.

Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

Eldritch Invocations are not listed here; They can be found elsewhere.

Pact Boon[edit]

At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.

Pact Boons are not listed here; They can be found elsewhere.

Expanded Eldritch Versatility[edit]

If using the Eldritch Versatility feature from Tasha's Cauldron of Everything, it gains the following additional option, which you may select in place of the feature's usual options:

  • Replace one Bloodborne Sacrament you know, and all known Rites belonging to it, with another Sacrament you meet the prerequisites for. For each Rite you knew from the Sacrament you replaced, you may learn one new Rite of your choice from any Sacrament you know, including the new Sacrament you gained with this feature.

No Cost Too Great[edit]

At 5th level, as an action, you can choose to activate this feature. In doing so, you must Minor Rend; You regain a number of Sacrifice points equal to the Rend Bonus of that Minor Rend.

Once you use this feature, you cannot do so again until you finish a Long Rest.

Sacrificial Lamb[edit]

Beginning at 9th level, each time you harvest a creature's essence using Corpse Magic, you gain one Leech Point. You can possess a number of Leech Points at one time up to one-half of your Hemocraft level (Rounded down), and any unspent Leech Points are lost when you finish a Long Rest.

Mystic Arcanum[edit]

At 11th level, your patron bestows upon you a magical secret called an Arcanum. Choose one 6th-level spell from the warlock spell list as this Arcanum.

You can cast your Arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

Everdeep Well[edit]

Beginning at 20th level, your blood magic evolves far beyond what most will ever see. When you lose hit points due to expending one or more Sacrifice Points, for each Sacrifice Point spent, you can roll the corresponding Hemocraft die twice, and choose which number of hit points to sacrifice.

Additionally, you regain one expended Sacrifice Point when:

  • You roll initiative;
  • You land a critical hit against a creature within your Corpse Magic range;
  • A creature rolls a natural 1 on its saving throw against one of your Signs.

Back to Z's Blood Magic Character Options

Back to Main Page5eCharacter OptionsAlternate Class Features

AuthorZhenra-Khal +
Identifier5e Alternate Class Feature +
RatingUndiscussed +
TitleEldritch Hemocraft +