Changes

Jump to: navigation, search

Hemomancy (5e Subclass)

220 bytes removed, 20:45, 29 January 2021
m
no edit summary
=== Knack for Blood ===
Starting at 2nd level, you are able to use your own blood as the component for your spells. When you cast a spell that requires material components, you can inflict a puncture or minor cut on yourself that deals 1 point of slashing or piercing damage (no action required)which can't be reduced in any way. If you do so, you do not need to provide the material components for the spell. If a spell has costly material components (greater than 1 gp) the component must still be provided.
 Also at 2nd level, you are used to getting injured, so much so that maintaining concentration on a spell becomes easier. When you make a Constitution Saving Throw to attempt to maintain concentration on a spell, you treat the damage taken as 1 less per level for every two levels you possess in this class for the purposes of determining the Concentration check DC. In the case of taking the same amount (minimum DC of damage as your level, the DC would be 10).
=== Drain and Consume ===
Also at 2nd level, you have a pool of Blood Tokens which you can use for your subclass features. You gain 1 Blood Token upon killing a [[Worthy_Foe_(5e_Descriptor)|worthy foe]] with a spell of 1st level or higher. You can have a maximum of Blood Tokens equal to your Intelligence Modifier + your Proficiency Bonusbonus, and they reset back to 0 after a Long Rest. You can't draw Blood Tokens from Constructs or Undead. *'''Transfusion:''' As a bonus action after dealing damage with a spell of 1st level or higher, you can consume 2 Blood Tokens to heal for an amount equal to the spell's level + your Proficiency Bonus. *'''Crimson Rush:''' As a bonus action, you can consume 1 Blood Token to double your speed for one turn.  *'''Empty Vessel:''' During a Short Rest, you can consume all of your Blood Tokens to heal for 1d6 x the number of Blood Tokens expended.
* '''Transfusion:''' As a bonus action after dealing damage with a spell of 1st level or higher, you can consume 2 Blood Tokens to heal for an amount equal to the spell's level + your Proficiency Bonus. At 10th level this ability improves further, allowing you to heal other creatures within 30 feet as long as they have at least 1 hit point remaining.
* '''Empty Vessel:''' During a Short Rest, you can consume all of your Blood Tokens to heal for 1d6 x the number of Blood Tokens expended.
You can also trade your own life-force to gain Blood Tokens. As an Actionaction, you take 1d8 necrotic damage per to gain one Blood Token made this way. This damage can not be mitigated by Temporary Hit Points and it can not be reduced by any resistances or immunities. Gaining Blood Tokens this way also reduces your Hit Point Maximum maximum number of hit points by 1 per Blood Token made this way. Your Hit Point Maximum goes back This reduction to normal on your maximum hit points lasts until you finish a Long Restlong rest.
''Any Hemomancy You are unable to use this feature or any other that reduces your hit points if you would reduce the character fall to 0 Hit Points will not work''or fewer hit points.
=== Crimson Pact ===
Starting at 6th level, your understanding of Hemomancy grows as you learn to draw power from your life energy to boost your magic beyond normal capabilities. When you cast a spell, you can choose to upcast it at the cost of Blood Tokens. The Crimson Pact table shows how many instead of spending a higher-level spell slot by spending two Blood Tokens you must expend to upcast a spell to for each level the next level. You can only upcast a spell to a level you would be able to castis increased, and up to a maximum of 6th level. For example, a 7th level Wizard can cast Fireball at 4th equal to the highest-level by expended the original spell slot + 6 Blood Tokens {| class="zebra d20"|+<div>{{Anchor|Crimson Pact}}</div>|-! Original Spell Slot! Blood Token Cost|-|1st||2|-|2nd||3|-|3rd||5|-|4th||6|-|you know or 5th||7|}level, whichever is lower.
'''Creating Blood Tokens:''' As a bonus action on your turn, you can expend one spell slot and gain a number of Blood Tokens equal to the slot's level.
=== Half-full Cup ===
Starting at 10th level, your Maximum Hit Points increase by 1 per Wizard level , and can other creatures or effects that do not be reducedoriginate from you cannot reduce the number of maximum hit points you possess. FurthermoreIn addition, your '''Transfusion''' ability can be used you automatically become stable when you are reduced to heal a creature that you 0 hit points (though taking damage can see within 30 feet of cause youto accrue failed death saves).
=== Hemoplague ===
At 14th you have reached the pinnacle of Hemomancy, allowing you to unleash all of your power reservoir in a Hemoplague. As an action, you can spend 7 Blood Tokens to make blood rain in a 20-foot radius cylinder centered on a point you can see within 60 feet. All living creatures in the area (that are not Construct or Undead) have to make a Constitution Saving Throw or take 4d12 6d12 necrotic damage, or half as much on a save.  Half the damage dealt by this ability becomes a pool of Hit Points that you can use to heal any creature of your choice that you can see within 30 feet of you (that are not Construct or Undead.) The pool of Hit Points only works as part of this action. If the healing were to surpass the Maximum amount of Hit Points of a creature, half of the excess number (rounded down) becomes Temporary Hit Points. This healing can not bring a creature back to consciousness. In the case of healing an unconscious creature, it will become conscious after 1d4 hours. Once you used this feature, you can't use it again until you finish a long rest.
=== Prophecy Immediately after using this ability, you can spend a bonus action to restore a number of hit points equal to half of the damage dealt by this ability, split among any number of creatures within 30 feet of you as long as they have at least 1 hit point and do not possess the Blood Moon ===Construct or Undead types.
At 20th level, you can invoke a Blood Moon for one hour after completing a Ritual of one minute. If it is daytime, the skies go dark in an area of 10 miles. While under the light of a Blood Moon, you gain the following benefits:=== Bloodwalk ===
*Beginning at 20th level, you are perfectly attuned to the song of blood and can transport yourself long distances via blood. As an action, choose an adjacent creature. You have advantage on spell attack rolls*Creatures who make immediately disappear into that creature, and exit another being within 5 miles. You may designate a saving throw against your spells have disadvantage*You can cast spells without the need direction and distance instead of verbal or somatic components*Any healing done on you is doubled*You have complete access to all spells a specific creature, and exit from the Necromancy schoolclosest creature to that point within range. These spells count as prepared Both the creature you enter and known for you exit cannot possess the Construct or Undead types, and you can cast them using must have a size equal to or greater than your available spell slotsown.
This only works for spells from While creatures find the Necromancy school entire process unsettling, you may choose to have an explosive entry, exit, or both. In this case, the creature must make a Constitution saving throw or take 10d10 damage, taking half as much on a successful save. You regain the use of this ability at the end of magic and your subclass featuresa long rest.
Once you invoke a Blood Moon, you can't do so again for 1d4 weeks.
----

Navigation menu