Homebrew
hit dice:
1d8
hit points at 1st level:
1d8+ Your Constitution modifier
hit points at higher levels:
1d8 (or 5) + your Constitution modifier per level after 1st.
armor proficiencies:
Light armor
weapon proficiencies:
Simple Weapons, Martial Weapons
tools:
Herbalism Kit
saving throws:
Strength, Constitution
skills:
Choose two from Athletics, Intimidation, Medicine, Perception, Survival, Nature
starting equipment:
- Any martial melee weapon.
- Two daggers and any simple weapon.
- Explorer's Pack and a Healer's Kit
spellcasting:
class features:
Bloodletting
At 1st level, you gain the ability to sacrifice your own or a target's life essence that you strike, allowing you to manipulate your own of their blood to channel the innate, almost incorruptible in-born magic that defines life itself. When using any feature that requests rolling your Bloodletting Die, you roll the die indicated under the Bloodletting column of the Exsanguinator class table.
In addition, you may immediately gain access to one 'Haemomancy' feature listed in the 'Haemomancy' table below as long as you meet the requirements. These may provide either passive or active benefits as you master new ways to augment yourself and those around you.
Some features granted by Bloodletting, Haemomancy and the Exsanguinator features will require your target to make a saving throw to resist a features effect, the saving throw DC for this is calculated as follows:
Bloodletting save DC = 8 + your proficiency bonus + your Constitution modifier.
Coagulate
At 1st level you are able to manipulate the flow of blood to your will, when using a healer's kit to stabilize a target, they immediately restore a number of hitpoints equivalent to your Bloodletting die. You may do this a number of times equivalent to your proficiency bonus, all uses of this feature restore at the end of a long rest. If you have the Healer Feat, you instead restore twice your Bloodletting die.
Fighting Style
You adopt a particular style of Fighting as your speciality. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.
Two-Weapon Fighting
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll
Exsanguinate
Whenever you deal Piercing or Slashing damage to a target that can bleed, you may expend one use of 'Exsanguinate' to deal an additional amount of damage equivalent to your Bloodletting Die, in addition, the target immediately gains the 'Bleeding' condition. A target can be afflicted by the Bleeding condition multiple times.
At the start of the affected creatures turn, it immediately takes an amount of Necrotic damage equivalent to the number of instances of Bleeding they are currently affected by, after this damage has been resolved, they immediately reduce the amount of Bleeding conditions they are affected by by an amount equivalent to half their Constitution modifier, rounded up (to a minimum of 1). You may use this feature a number of times equivalent to half your level + your Constitution modifier.
Haemomancy Archetype
As your power wells within you, you commit to channelling the blood magic you wield into a more focused form. Choose The Blooded, The Hungry or The Sanguine, all detailed at the end of the class description. The focus you choose grants you additional features at 3rd level, and again at 7th, 10th, 15th and 18th level.
Ability Score Increase
When you reach 4th Level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Rupture
As a reaction at the start of a creature's turn that is afflicted by the Bleeding condition, you may immediately expand and further the wounds you have inflicted. For each individual instance of Bleeding they are afflicted with, they immediately suffer your Bloodletting die in damage and any instances of the Bleeding condition are immediately removed.
Proficient Haemomancer
Starting at 6th level you may gain one additional Haemomancy feature from the Haemomancy feature below.
Extra Attack
Beginning at 6th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.
The number of attacks increases to three when you reach 11th level in this class.
Auto-Rejuvenation
At 9th level, at the start of your turn, you regain a number of hit points equivalent to the number of creatures within 60 feet of you currently afflicted by the Bleeding condition. (multiple instances on the same creature do not count towards this)
In addition, you gain resistance to Poison damage and advantage on saving throws against the Poisoned condition.
Additional Fighting Style
At 13th level, you can choose a second option from the Fighting Style class feature.
Improved Haemomancer
Starting at 14th level, you gain an additional Haemomancy feature from the Haemomancy feature below.
Instant Rejuvenation
Starting at 17th level, as an action you may expend a number of your hit die equivalent to your Constitution modifier, rolling the hit die and restoring hit points equivalent to the value that you roll. You may only use this feature once until the end of a short or long rest.
Master Of Exsanguination
You immediately gain an additional 20 Hit Points, in addition, you now have resistance to any damage inflicted by you bloodletting die. Once per turn, when you roll a bloodletting die, you may choose to roll the die again and use either result.
Haemomancy
Crimson Blade
As a bonus action when you have a free hand, you may manifest a melee weapon from blood, either what has been spilt nearby, a reserve of your own or by opening a wound on your body. Roll your bloodcraft die and take half that value (rounded down) as Necrotic Damage. Once you have done this, a melee weapon of your choice that lacks the Two-Handed or Heavy properties appears in your hand. This weapon counts as a magical weapon for the purposes of overcoming resistances.
Improved Crimson Blade
Prerequisite: 6th level, Crimson Blade
See the above rules for Crimson Blade, you can also create a weapon with the Two-Handed or Heavy properties. In addition, you may choose to add your Constitution modifier to damage rolls with this weapon instead of Strength or Dexterity.
Paired Crimson Blades
Prerequisite: 6th level, Crimson Blade
See the above rules for Crimson Blade, you can instead summon two weapons simultaneously with this feature. When wielding these weapons simultaneously and you deal damage to a target with each weapon in a single turn, you may immediately add an additional instance of Bleeding to the target.
subclass options:
The Blooded
The most direct application of the forces of Haemomancy, those that master blood magic in this way manipulate the blood flow of their foes with every strike and step, allowing them to hinder and harm those they see as enemies.
Pumping Ichor
At 3rd level, your very lifeblood pumps through your veins with great ferocity as you begin to focus down the path of The Blooded, whenever you would make an attack against a target that has the Bleeding condition, you may roll a Bloodletting die and suffer the amount rolled as damage (this cannot be reduced in any way). The targeted creature must then make a Constitution Saving Throw, if they fail this save, the target is stunned until the end of their next turn. You may use this feature a number of times equivalent to your constitution modifier, restoring all used at the end of a long rest.
Bloody Star
Starting at 7th level, whenever you activate the Rupture feature, you may deal bloodletting die damage to yourself, upon doing this, you may select a number of creatures within 20 feet of the target you have struck with Rupture equivalent to your Intelligence modifier (minimum 1) each selected creature must immediately make a Dexterity Saving Throw, taking an amount of damage equal to the damage dealt to your initial target on a failed save, and half that damage on a successful one. You may use this feature a number of times equivalent to your Constitution modifier + your Intelligence modifier, regaining all uses at the end of a long rest.
The Hungry
Bloodrush
At 3rd level, as an action on your turn if you are holding a weapon deals piercing or slashing damage, you may roll a Bloodletting die and deal an amount of damage to yourself equivalent to the value rolled, you immediately shift slightly in form as the pumping of your blood accelerates rapidly, skin reddening as vessels burst and your now opened wound spits blood. You then gain the Bleeding condition a number of times equivalent to your proficiency bonus. The Bloodrush feature ends when you no longer have any instances of the Bleeding condition on yourself.
Once you have done this, select two of the below benefits and apply them immediately. At 10th level, you may select one additional benefit when using this feature
Boon of Circulation
Your movement speed is increased by 10 feet and you gain a bonus to Dexterity saving throws equivalent to your constitution modifier.
Boon of Iron
Whilst you are not wearing heavy armor, you gain +1 AC as well as resistance to Slashing and Piercing damage from non-magical attacks
Boon of The Lancer
Once per turn as part of your attack action, you may increase the range of a single melee weapon or spell attack by 15 feet.
Boon of The Striker
You gain +1 To Hit and Damage to your melee weapon attacks whilst Bloodrush is active.
Scarlet Flurry
At 7th level, whenever you use the Exsanguinate feature during an attack and you are wielding two weapons that deal Slashing or Piercing damage, you deal an additional Bloodletting die of damage and inflict one additional instance of Bleeding.
The Sanguine
Clot
When you choose this form of Haemomancy, whenever an allied creature within 30 feet of you (including yourself) makes a Death Saving Throw, they may add your Constitution modifier to the result. In additional, you may at any point immediately remove all instances of the Bleeding condition from yourself or an ally within 30 feet. You may also cast Healing Word a number of times equivalent to your proficiency bonus. You cast this at a spell level equivalent to half your proficiency bonus (rounded up).
Iron
When you select this form of Haemomancy, you gain proficiency with Heavy Armor and Shields.
Auto-Sanguine
Starting at 7th level, you can stem wounds as quickly open them by stealing from the vigor of others. Once per turn as part of your attack action on your turn, replacing one attack, you may clear all instances of Bleeding on one target of your choice within 30 feet. (Including yourself), you heal another target of your choice within 30 feet by your bloodletting die + the number of instances of bleeding you removed with this feature.
Level | XP | Proficiency Bonus | Bloodletting | Features | |
---|
1 | 0 | +2 | 1d4 | Bloodletting, Coagulate |
2 | 300 | +2 | 1d4 | Fighting Style, Exsanguinate |
3 | 900 | +2 | 1d4 | Haemomancy Archetype |
4 | 2,700 | +2 | 1d4 | Ability Score Improvement |
5 | 6,500 | +3 | 1d6 | Rupture |
6 | 14,000 | +3 | 1d6 | Extra Attack, Proficient Haemomancer |
7 | 23,000 | +3 | 1d6 | Haemomancy Archetype Feature |
8 | 34,000 | +3 | 1d6 | Ability Score Improvement |
9 | 48,000 | +4 | 1d6 | Auto-Immune |
10 | 64,000 | +4 | 1d6 | Haemomancy Archetype Feature |
11 | 85,000 | +4 | 1d8 | Extra Attack (2) |
12 | 100,000 | +4 | 1d8 | Ability Score Improvement |
13 | 120,000 | +5 | 1d8 | Additional Fighting Style |
14 | 140,000 | +5 | 1d8 | Improved Haemomancer |
15 | 165,000 | +5 | 1d8 | Haemomancy Archetype Feature |
16 | 195,000 | +5 | 1d10 | Ability Score Improvement |
17 | 225,000 | +6 | 1d10 | Instant Rejuvenation |
18 | 265,000 | +6 | 1d10 | Haemomancy Archetype Feature |
19 | 305,000 | +6 | 1d10 | Ability Score Improvement |
20 | 355,000 | +6 | 1d12 | Master Of Exsanguination |