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Hemomancer

hit dice: d8
hit points at 1st level: 8+con
hit points at higher levels: d8+con
armor proficiencies: Light
weapon proficiencies: Simple, Longsword
tools: None
saving throws: Expertise in Con saving throws
skills: Choose one from Nature, Perception, Insight, Survival and gain Medicine, Arcana,
starting equipment:
One simple weapon of choice
Leather armor
Explorer's pack or Healer's kit
Spellcasting focus
spellcasting:
lvl Cantrips known 1st 2nd 3rd 4th 5th
1 3 2
2 3 3
3 3 4 2
4 3 4 2
5 4 4 2 1
6 4 4 2 1
7 4 4 3 2
8 4 4 3 2
9 5 4 3 2
10 5 4 3 3
11 5 4 3 3
12 5 4 3 3 1
13 6 4 3 3 1
14 6 4 3 3 1
15 6 4 3 3 1
16 6 4 3 3 1
17 7 4 3 3 2
18 7 4 3 3 2
19 7 4 3 3 2 1
20 7 4 3 3 2 2
Spells know equals lvl+con They get to choose spells from the wizard and sorcerer spell list and all spells from the Dark Arts players companion You gain back all spell slots on a long rest Spellcasting ability Con Spell save Dc equals 7+con mod+ proficiency
class features:
1st Spellcasting   2nd Subclass   3rd Transfusion As an action you can take health points from a willing creature you are touching and heal another target within 20ft for the health points taken   4th Ability score improvement/feat at this lvl, 8th lvl, 12th lvl, 16th lvl and 19th lvl   5th Subclass feature   6th Whenever you deal damage with a cantrip you can heal half the damage dealt you can use this feature a number of time equal to your proficiency bonus   9th You gain the find familiar spell that can summon any beat of 1/2cr or lower or any monstrosity of 14tcr or lower however when you would be reduced to 0 hit points you can sacrifice you familiar to fall to 1 hit dice instead   10th Subclass feature   11th gain the Mage hand cantrip if you already have this, too bad, you can cast spells from the mage hand as if you were the one casting them   14th Subclass feature   15th Coagulation while below half hit points you regain HP equal to your con mod at the start of your turn Advantage on Death saves   17th Boiling blood Resistance to fire and extreme heat and whenever a creature within 5ft of you hits you with an attack they take fire damage equal to a number of d4 equal to your con modifier +1   18th Blood pools when a creature dies within 200ft of you it leaves behind a blood pool where it died. This pool has a number of charges correlating to the creatures size. Small is 1 charge, medium is 3 charges, large or bigger is 5 charges. These pools have a size equal to the space the creature took up. If you end your turn in one of these pools heal for 1d8+con mod and use one charge of the pool     20th Crystalized blood You gain resistance to bludgeoning and slashing dmg from non magical equipment and weapons and when you take damage you can crystalize the blood to give you a +2 to ac and reduce your max hp by 20 you can have a number of ac increases created by this feature equal to your con mod. you can break off all or some of this crystallization when you finish a long rest
subclass options:
Sacrificial When you take this subclass you gain the ability well of life   Well of life You can spend hit points in multiples of five to create a well of healing on thru ground. this well ha a number of hit points equal to what you spent. anyone but you can heal any number of hit points by taking them from the well you can not take more than what is left in the well   5th you can spend your hit points to give any creature of choice to give them a plus to their hit equal to hit points spent divided by 3 maximum equal to you prof bonus.   10th Blood sacrifice as a reaction whenever an ally is dropped to 0 hp you can half you current hp to heal the ally equal to the amount spent   14th Bloodletting You can spend hp in multiples of 12 to gain spell slots back. for each multiple spent you gain 1 slot back equvilent to the slot lvl ex 12 1st 24 2nd 36 3rd   Blood curser whenever you take this subclass you gain three blood curses and whenever you would gain a feature in his subclass take two more   Bloodblade when you take this subclass gain proficiency in martial weapons   on your turn as a bonus action you can increase the damage of your next attack by d8+con mod   5th blood shield whenever a creature would crit you you can spend 15 hp to turn it into a normal hit   10th bloody reach whenever you make a melee attack you can as a part of the attack you can extend the reach of you attack by 5ft a number of times equal to you prof bonus. alternatively you can extend the reach further by 5ft for every 10hp spent   Extra attack   14th blood frenzy as a bonus action on your turn you can enter a frenzy this costs 15hp to activate this frenzy lasts 1min while in this frenzy you can no longer determine friend from foe. while in this frenzy you also gain +2 ac 20ft of extra movement and add an extra damage dice to the damage and if you hit a creature that is on max hp the attack is a critical hit.

Created by

Caliscube.

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Class Features

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