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Hemomancer

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:

Created by

neocores.

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Class Features

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