big wip pls no steal or judge uwu
hit dice:
1d8 per hemomancer level
hit points at 1st level:
8 + your Constitution modifier
hit points at higher levels:
1d8 (or 5) + your Constitution modifer per hemomancer level after 1st
armor proficiencies:
Light armor
weapon proficiencies:
Simple weapons, shortsword
tools:
Herbalism Kit OR Poisoner's Kit
saving throws:
Wisdom, Constitution
skills:
Choose two from Arcana, Insight, Medicine, Nature, and Religion.
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a component pouch or (b) an arcane focus
- (a) a dungeoneer's pack or (b) an explorer's pack
- Two daggers
spellcasting:
Through your own studies, or perhaps just fate, or even an accident, you have forged a pact with a being or entity that has given you the secrets of blood magic.
class features:
subclass options: