Z's Blood Magic (5e Sourcebook)/Mechanics

From Dungeons and Dragons Wiki
Jump to: navigation, search

Blood Magic Mechanics[edit]

Here are the basic mechanics of my Blood Magic system.

Injury Level[edit]

Some blood magic abilities change based on how many hit points the user is missing. This is measured in the creature's Injury level. There are five Injury Levels, defined as follows. With the exception of Uninjured, Injury Levels are cumulative - If an ability activates when you are Bloodied, it will still be active when you become Wounded or Critical.

You may attempt to identify the current Injury Level of a creature by making a Medicine, Perception or Insight check; The DC is 15, unless it chooses to contest the roll - Attempting to conceal how hurt it is - With a Deception check, in which case the higher opposed roll wins.

Optionally, a DM may alert players when a creature's Injury Level visibly changes - Such as telling the party the dragon they're facing 'looks pretty beat up' when it goes from Bloodied to Wounded after a hard hit, or that a vampire 'seems to have recovered' when it moves from Critical to Wounded after draining a creature's blood.

Uninjured[edit]

A creature is Uninjured when it's current hit points are equal to its maximum hit points.

Bloodied[edit]

A creature is Bloodied when it's current hit points are less than its hit point maximum.

Wounded[edit]

A creature is Wounded when it's current hit points are equal to or less than one-half of it maximum hit points. Wounded replaces Bloodied.

Critical[edit]

A creature is Critical when it's current hit points are equal to or less than it's number of Hit Dice, plus it's Constitution modifier. Critical replaces Wounded.

Dying[edit]

A creature is Dying when it has 0 hit points, but is not yet dead. Dying replaces Critical.

Hemocraft[edit]

Table: Hemocraft

Hemocraft
Level
Proficiency
Bonus
Hemocraft
Die
Sacrifice
Points
Sacrifice
Limit
Rites
Sacraments
Known
Rites
Known
1st +2 (1)d4 1 1 1 2
2nd +2 (1)d4 1 1 2 3
3rd +2 (1)d4 1 1 2 4
4th +2 (1)d4 2 1 2 5
5th +3 (2)d6 2 2 3 6
6th +3 (2)d6 2 2 3 7
7th +3 (2)d6 3 2 4 8
8th +3 (2)d6 3 2 4 9
9th +4 (2)d8 3 3 5 10
10th +4 (2)d8 4 3 5 10
11th +4 (3)d8 4 3 5 11
12th +4 (3)d8 4 3 6 12
13th +5 (3)d10 5 4 6 12
14th +5 (3)d10 5 4 6 13
15th +5 (3)d10 5 4 7 13
16th +5 (3)d10 6 4 7 14
17th +6 (4)d12 6 5 7 14
18th +6 (4)d12 6 5 8 15
19th +6 (4)d12 7 5 8 15
20th +6 (4)d12 7 5 8 16


Each blood magi has a special die, known as a Hemocraft die, used to measure their power. This die begins as a d4, but increases in size as you grow stronger and able to endure greater sacrifice, as shown on the Hemocraft Die column of the Hemocraft table above. Any time an ability calls for your Hemocraft die, use the size of die noted on the table for your Hemocraft level.

You determine your Hemocraft level by adding together all your levels in the Cardinal class, and one-third (Rounded down) of your levels in subclasses that grant access to the Hemocraft feature. Use this total to determine the size of your Hemocraft die, and your number of Sacrifice Points, but not the number of Sacraments and Rites you may know.

Additionally, when you reach your 5th character level, when you Major Rend, you may roll your Hemocraft Die twice, totaling the results. This increases to 3 rolls when you reach your 11th character level, and to 4 rolls when you reach your 17th character level. Just like the power of a Cantrip you know, this is based on your total level, not your level in Hemocraft classes.

Rend Ichor[edit]

The main mechanic of your Hemocraft Die is to Rend yourself, sacrificing your life force in order to achieve a goal, be it a dice roll, or the activation or amplification of a Hemocraft ability. If a feature allows you to Rend to a type of roll, you Rend yourself according the feature's description, by rolling your Hemocraft Die to determine both the amount of life force you sacrifice, and the resulting power of the sacrifice.

As you gain strength, even not as part of a Hemocraft class, you can begin to harm yourself further and further for greater power, by rolling your Hemocraft die more than once when you rend. When you Rend yourself, you may roll your Hemocraft die a number of times up to the number in parentheses shown for your Character Level in the Hemocraft Die column of the Hemocraft table above, and totaling them together to find the Rend Result.

The type of Rend Bonus granted to you in exchange for harming yourself in this way depends on whether the Rend is Minor or Major, as follows:

Minor Rend[edit]

  • Minor Rend: Traditionally, Minor Rending is applied to d20 rolls (Such as ability checks or attack rolls).
When you Minor Rend, you use the following steps.
  • Minor Rend Roll: Roll your Hemocraft die once, and record the result.
  • Minor Rend Result: Your Rend Result is the total number you rolled on your Rend Roll. You lose hit points equal to your Rend Result.
  • Minor Rend Bonus: The Rend Bonus generated by a Minor Rend is equal to your Rend Result.

Major Rend[edit]

  • Major Rend: Usually, Major Rending is reserved for instances when smaller dice would be affected (Such as damage rolls).
When you Major Rend, you use the following steps.
  • Major Rend Roll: Roll your Hemocraft die, and record the result. If your character level is 5th or higher, you may roll your Hemocraft Die more than once each time you Rend.
  • Major Rend Result: Your Rend Result is the total number you rolled on your Rend Roll. You lose hit points equal to your Rend Result.
  • Major Rend Bonus: The Rend Bonus generated by a Major Rend is equal your Rend Result for that Major Rend.

Regardless of the type of roll you Rend to, unless otherwise specified, you can choose to Rend either before the roll is made, or after the roll is made, but before you know if it is a success or a failure, at your discretion. Hit points lost during a Rend are not damage in a traditional sense, and thus the loss cannot be mitigated or reduced in any way.

Unless a feature specifically says you can Rend to a particular type of roll and whether the Rend you are allowed to perform is Major or Minor, you cannot Rend to that type of roll. You can Rend any amount of times per turn or per round, but you cannot rend more than once for a feature unless the feature's description specifically denotes it.

Enervation and Decay[edit]

Your sacrifice of life force causes your inner flame to sputter, and struggle to regain momentum. Once you Rend, you suffer from debilitating effects for a short time, making it difficult to get back on your feet immediately. Many a blood mage user has fallen prey to overzealous use of their own power. The two effects inflicted by this phenomena are known as Enervation and Decay.

  • Enervation prevents you from regaining hit points while under its effects. Hit points regained from expended Hit Dice or from a highly successful death saving throw are not negated.
  • Decay causes all hit points you regain to be reduced by half (Rounded down). Hit points regained from expended Hit Dice or from a highly successful death saving throw are not reduced.

Upon Rending yourself, you suffer from Enervation until the beginning of your next turn, and from Decay until one minute has passed since the last time you chose to Rend yourself. Enervation and Decay do not fade if you are reduced to 0 hit points or slain.

Sacraments[edit]

As a blood magi, you learn how to use your blood to perform sacred - Or profane - Rites of hemocraft magic, awakening a primal connection within yourself, binding a magical force to your blood; These forces are called Bloodborne Sacraments. You can unleash this force sparingly by merely living, but spilling your blood amplifies it further, allowing you to create spectacular effects at the cost of a little pain. You gain access to Sacraments as shown in the Sacraments Known table of the Hemocraft table above. The first Sacrament you gain must be a Basic Sacrament, but any after the first can be Basic or Advanced as you choose. When you gain access to a Sacrament, you also gain access to the Will that belongs to that Sacrament (If any), and its Sign (If any).

Each Sacrament contains many different Rites, which are specific blood magic effects you can learn, much like spells. You learn Rites as shown in the Rites Known column of the Hemocraft table above. You must meet a Rite's prerequisites in order to learn it. You automatically gain access to the Will of every Sacrament you possess, as well as its Sign, if any, and you can learn your Rites from any Sacrament you possess.

Each time you gain a level in a class with the Hemocraft ability, you may choose one Rite you know and replace it with another Rite you meet the prerequisites for.


Corpse Magic[edit]

Each creature that possesses the Hemocraft feature gains access to Corpse Magic, as some blood magic abilities allow or require you to harvest blood from a creature's remains. However, there are several limitations on this.

Range[edit]

First, the creature's remains must be close to you. You may affect a corpse up to 5ft away for every point of proficiency bonus you possess - 10ft away at +2, 15ft at +3, and so on; This is your Corpse Magic range. If affecting more than one corpse with a single harvesting ability, all targeted corpses must be within your Corpse Magic range of both you and of each other in order to affect them all.

Age[edit]

Second, the corpse's age comes into question, as over time, blood loses its potency, beginning the moment it leaves one's body, or the moment one's body is no longer occupied by their soul. You can gain no benefit from harvesting the blood of a creature that has been dead for more than 1 minute, unless otherwise specified by an ability.

Blood[edit]

Third, the corpse must be of a creature that possesses some form of blood or similar fluid within its body in order for you to harvest any such liquid. You cannot harvest blood from the remains of a Construct or Undead creature, unless the DM specifies otherwise - For example, the corpse of a vampire that has recently fed may be eligible, despite being Undead. Likewise, if there is no blood within a corpse - Such as a corpse you have already harvested, or, for example, the remains of a humanoid that has been bled dry by a vampiric creature - Then you cannot harvest blood from that corpse.

Size[edit]

Fourth, the corpse's size is of importance, as smaller creatures possess less blood than larger ones. An average Medium creature's corpse can be harvested 3 times, but the number of times an oddly sized corpse can be harvested varies, as shown on the table below. A Final Harvest is the last available Harvest before a creature's corpse runs out of blood.

Corpse
Size
Maximum Number
Of Harvests
Tiny 1
Small 2
Medium 3
Large 4
Huge 5
Gargantuan 6
Final Harvest[edit]

A Final Harvest is the last available Harvest before a creature's corpse runs out of blood. This applies even in the case of a Tiny creature, which only has enough blood to harvest once.

Potency[edit]

And finally, the creature's life force must be strong enough to fuel the magic you're using it to fuel - And, just like a fire requires more and more fuel to continue burning the larger it grows, your magic requires that you harvest stronger and stronger creatures as you and your magic grow stronger. Thus, before harvesting a creature, ask your DM if it seems to your character's instinct that the creature is strong enough to harvest, based on your level and the creature's CR, as shown on the table below. If a creature's CR is less than the CR listed on the table for a character of your level, you can gain no benefit from harvesting its blood.

Character
Level
Minimum
Enemy CR
1st-4th 1/4
5th-7th 1
8th-10th 2
11th-13th 3
14th-16th 4
17th-19th 5
20th+ 6

Sacrifice Casting[edit]

Some blood magic features will grant you access to Sacrifice Points. These points represent your ability to convert your life force into raw magical energy. You can spend these points to achieve a variety of magical effects. Any feature that gives you access to Sacrifice Points grants you the following abilities.

  • Sacrifice Points: You possess a specified number of Sacrifice Points, as shown for your level. You can never have more Sacrifice Points than your specified maximum; When more than one feature grants you access to Sacrifice Points, they do not stack; Instead, you use the largest amount, unless a feature specifically states that the Sacrifice Points it grants stack with Sacrifice Points granted by other features. You regain all expended Sacrifice Points when you finish a long rest. When you expend one or more Sacrifice Points, for each point you spend, you lose hit points equal to one roll of your Hemocraft die. Additionally, upon expending one or more Sacrifice Points, you suffer the effects of Enervation until the beginning of your next turn, and from the effects of Decay for 1 minute, as if you had chosen to Rend yourself.
  • Sacrifice Limit: The amount of combined Sacrifice Points and/or Leech Points that you can expend on a single spell or ability cannot exceed the number listed in the "Sacrifice Limit" column for your Hemocraft level.
  • Sacrificial Rending: When you Rend yourself, you can choose to expend one Sacrifice Point. In doing so, you roll your Hemocraft die one additional time for that Rend, adding the result to the Rend Result, increasing both the Rend Bonus and the number of hit points you lose, in place of the normal hit point loss incurred by expending a Sacrifice Point.
  • Sacrificial Casting: When you cast a spell, you may choose to cast it by expending a requisite amount of Sacrifice Points, instead of expending a spell slot. When you spend the requisite number of Sacrifice Points, the spell is cast as if from a spell slot of the corresponding level, as shown on the table below. You cannot use Sacrificial Casting to cast a spell as if from a spell slot of 6th level or higher.

Spell
Slot Level
Sacrifice
Point Cost
1st 1
2nd 2
3rd 3
4th 4
5th 5

Leech Points[edit]

Some effects grant you a number of Leech Points, siphoning magical energy from the life force of a creature other than yourself. These function in the same way as ordinary Sacrifice Points - And can be spent in place of Sacrifice Points for any feature that requires you to expend them - But when you expend a Leech Point, you do not lose hit points, nor do you suffer Enervation or Decay, as the cost has already been paid by another creature. You can possess a number of Leech Points at one time up to one-half of your Hemocraft level, rounded down (Min 1), and any unspent Leech Points are lost when you finish a Long Rest, unless the given ability specifies that the Leech Points gained from it last for a shorter amount of time.

Leech Points you expend must abide by your Sacrifice Limit; If your Sacrifice Limit is 4, you cannot spend more than 4 Sacrifice Points or Leech Points in any combination at one time.

Leech Rending[edit]

Whenever you Rend yourself, you can choose to expend a number of Leech Points not exceeding the number of Hemocraft die you would normally be able to roll for that Rend. For each Leech Point you expend, one Hemocraft Die rolled as part of that Rend does not cause you to lose hit points. If this causes you not to lose any hit points to a Rend, you do not suffer Enervation or Decay from that Rend.

Leech Points you expend in this way must still abide by your Sacrifice Limit.

Hemochemy[edit]

Hemocraft can be used to change a creature on a fundamental level, whether temporarily or permanently, in a process known as blood alchemy, or Hemochemy.

Mutations are long-term effects of Hemochemy, typically arising under certain circumstances, though rarely they can also settle in permanently.

Mutagens are alchemical concoctions that temporarily bring about effects comparable to Mutations; However, while these are more varied in nature and less permanent, they typically come with side effects that hinder the user as much as they aid them.

Mutations[edit]

You must meet a Mutation's prerequisites in order to gain it; When a Mutation has a level prerequisite, your Hemocraft level must meet or exceed that prerequisite. You cannot choose an individual Mutation more than once unless otherwise specified.

Mutations come in two grades - Minor, and Major.

Minor Mutations[edit]


Natural Weapon[edit]

While transformed, you gain a natural weapon of your choice, be it claws, a bite, a pseudopod, tail, horns, or any other natural weapon you can think of. You can choose one natural weapon, or two. If you choose two natural weapons, they deal damage equal to one roll of your Hemocraft die; If you choose one natural weapon, it deals a larger amount of damage based on the size of your Hemocraft Die, as shown on the table below:

Hemocraft
Die
Damage
Die
d4 1d6
d6 1d8
d8 1d10
d10 2d6
d12 2d8

The damage type of each individual natural weapon is Bludgeoning, Slashing or Piercing, chosen upon gaining this mutation. You can choose this mutation more than once, gaining additional natural weapons of your choice each time.

Minor Resistance[edit]

Choose Fire, Cold, Lightning, Acid, Thunder or Poison damage. While transformed, you gain resistance to that type of damage.

You may choose this mutation more than once. Each time, you choose a different damage type to gain resistance to while transformed.

Reach[edit]

Prerequisite: Natural Weapon Mutation

Choose one natural weapon you possess, or your unarmed strikes. While transformed, this mutation increases the reach of the chosen attack by 5ft.

You may choose this mutation more than once. Each time, you must choose a different attack to augment.

Minor Speed[edit]

When you choose this mutation, choose walking, climbing, swimming, or burrowing. If you do not already possess the speed in question, you gain that type of movement speed, with a speed of 20ft. If you do already possess the speed in question, that speed increases by 10ft.

You may choose this mutation more than once. Each time, you can choose to gain a new mode of movement or improve an existing one.

Natural Armor[edit]

While transformed, your AC increases by 1.

You may choose this mutation more than once, increasing the bonus to a maximum of +5.

Toughness[edit]

This mutation gives you extra durability when you transform. Upon transforming, you gain 5 temporary hit points that last as long as you're transformed.

You may choose this mutation more than once. Each time, this increases the number of temporary hit points increases by 5.

Unnatural Sight[edit]

Prerequisite: Hemocraft level 2nd

While transformed, you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Mighty Blow[edit]

Prerequisite: Natural Weapon Mutation, Hemocraft level 2nd

When you hit a creature with one of the natural weapons granted by your transformation, you can choose to force it to make a Strength saving throw. If it fails, you can push the target up to 10ft in a straight line directly away from you. If the target rolls a natural 1 on its saving throw, it also falls prone.

You may choose this mutation more than once. Each time, the distance you may push a creature increases by 10ft.

Improved Natural Weapons[edit]

Prerequisite: Hemocraft level 7th

Your natural weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Major Resistance[edit]

Prerequisite: Hemocraft level 11th

Choose Radiant, Necrotic, Force or Psychic damage. While transformed, you gain resistance to that type of damage.

Major Mutations[edit]


Regeneration[edit]

Prerequisite: Hemocraft level 15th

While transformed, as a bonus action on each of your turns, you can regain 1d4 hit points. This healing cannot raise your current hit points above half of your maximum hit points.

You may choose this mutation a second time. If you do, the healing increases to 2d4.

Eternal Mutation[edit]

Prerequisite: Hemocraft level 15th

Choose one Minor Mutation. You gain access to that mutation indefinitely while not transformed.

Minor Immunity[edit]

Prerequisite: Hemocraft level 15th

Choose Fire, Cold, Lightning, Acid, or Thunder damage. While transformed, you gain immunity to that type of damage.

Major Speed[edit]

Prerequisite: Hemocraft level 15th

You gain one of the following movement options while transformed.

  • Flight: You gain a flying speed equal to your land speed, and you may hover. If you select Flight a second time, your flying speed increases by 20ft.
  • Teleportation: You may treat any amount of your movement on your turn as teleportation, provided your teleportation is to an unoccupied space you can see. If you select Teleportation a second time, once per round when you Rend yourself, you can teleport up to 10 feet to an unoccupied space you can see.
  • Abominable Speed: As a bonus action, you can take the Dash action; When you do, you do not provoke attacks of opportunity until the beginning of your next turn, and the first attack roll you make before the beginning of your next turn gains advantage. If you select Abominable Speed a second time, you gain the ability to use your bonus action to grant yourself an additional reaction until the beginning of your next turn.


Mutagens[edit]

You must meet a Mutagen's prerequisites in order to learn its formula; When a Mutagen formula has a level prerequisite, your Hemocraft level must meet or exceed that prerequisite.

Some Mutagen formulae may be learned more than once, as noted in their description; Each time you choose to learn that Mutagen formula after the first, you learn more secrets about the concoction, allowing you to make it stronger - And thus increasing both the benefits and side effects of the Mutagen each time you craft it.


Using Mutagens[edit]

As a bonus action, you can imbibe one Mutagen; You gain the Mutagen's benefit - And suffer its side effects - Until you finish a Short or Long Rest, unless the Mutagen specifies otherwise.

Mutagens are formulated for your unique biology, playing off of your specific brand of supernatural taint; Thus, when imbibed by anyone but you, they simply sicken the creature (Forcing it to make a Constitution save against your Hemocraft DC, becoming Poisoned for 1 round on a failed save), and give them no benefit. Additionally, your Mutagens are extremely unstable by nature, losing their potency the moment your body begins to recover; When you finish a Short or Long Rest, any unused Mutagens you've created become inert.


Alluring Decoction[edit]

While this mutagen persists, you gain advantage on Charisma saving throws and Charisma checks.

Mutagen Side Effect: While this mutagen persists, you suffer disadvantage on Constitution saving throws and Constitution checks.


Balm of Speed[edit]

When you gain this mutagen, you must choose to gain the formula for walking, climbing, swimming, or burrowing. When you imbibe the mutagen, choose one mode of movement whose formula you know; If you do not already possess the speed in question, you gain that type of movement speed, with a speed of 20ft. If you do already possess the speed in question, that speed increases by 10ft.

You may learn this mutagen's formula more than once. Each time, you can choose another mode of movement.

Mutagen Side Effect: While this mutagen persists, upon being inflicted with the Charmed or Frightened conditions, you must immediately move 10ft - Towards the source of the relevant Charmed effect, or away from the source of the relevant Frightened effect. The distance increases by 10ft for each active instance of this mutagen after the first.


Conversant Draught[edit]

While this mutagen persists, you gain advantage on Intelligence saving throws and Intelligence checks.

Mutagen Side Effect: While this mutagen persists, you suffer disadvantage on Strength saving throws and Strength checks.


Elixir of Adrenaline[edit]

Upon imbibing this mutagen, your current and maximum hit points are increased by 5 while the mutagen persists.

Each time you learn this mutagen formula, the number of hit points gained increases by 5.

Mutagen Side Effect: While this mutagen persists, critical hits against you deal additional damage equal to one roll of your Hemocraft die. Each time you learn this mutagen formula, the additional damage you suffer on a critical hit is increased by an additional roll of your Hemocraft die.


Elixir of Celerity[edit]

While this mutagen persists, you gain advantage on Dexterity saving throws and Dexterity checks.

Mutagen Side Effect: While this mutagen persists, you suffer disadvantage on Intelligence saving throws and Intelligence checks.


Fanged Brew[edit]

You gain a natural weapon of your choice, be it claws, a bite, a pseudopod, tail, horns, or any other natural weapon you can think of. You can choose one natural weapon, or two. If you choose two natural weapons, they deal damage equal to one roll of your Hemocraft die; If you choose one natural weapon, it deals a larger amount of damage based on the size of your Hemocraft Die, as shown on the table below:

Hemocraft
Die
Damage
Die
d4 1d6
d6 1d8
d8 1d10
d10 1d12

The damage type of each individual natural weapon is Bludgeoning, Slashing or Piercing, chosen upon gaining this mutation. Each time you learn this mutagen formula, while under its effects, you gain either two additional natural weapons, or one additional natural weapon, dealing the corresponding amount of damage.

Mutagen Side Effect: While this mutagen is active, your armor class is reduced by 1. Each time you learn this mutagen formula, the penalty increases by 1.


Fortifying Distillation[edit]

While this mutagen persists, you gain advantage on Constitution saving throws and Constitution checks.

Mutagen Side Effect: While this mutagen persists, you suffer disadvantage on Wisdom saving throws and Wisdom checks.


Impermeable Elixir[edit]

While this mutagen persists, you gain resistance to piercing damage.

Mutagen Side Effect: While this mutagen persists, you gain vulnerability to slashing damage.


Longarm Brew[edit]

Choose one natural weapon you possess, or your unarmed strikes. While this mutagen persists, the reach of the chosen attack is increased by 5ft.

Mutagen Side Effect: You have disadvantage on saving throws and ability checks made to avoid the prone condition.


Potion of Potency[edit]

While this mutagen persists, you gain advantage on Strength saving throws and Strength checks.

Mutagen Side Effect: While this mutagen persists, you suffer disadvantage on Charisma saving throws and Charisma checks.


Rawhide Draught[edit]

While this mutagen persists, your AC increases by 1.

Each time you learn this mutagen formula, the bonus to AC is increased, to a maximum bonus of +3.

Mutagen Side Effect: While this mutagen persists, each of your movement speeds are reduced by a number of feet equal to 5 times the AC bonus granted by the mutagen.


Shielded Tonic[edit]

While this mutagen persists, you gain resistance to slashing damage.

Mutagen Side Effect: While this mutagen persists, you gain vulnerability to bludgeoning damage.


Spirit of Minor Resistance[edit]

Upon learning this mutagen formula, choose Fire, Cold, Lightning, Acid or Thunder damage. While this mutagen persists, you gain resistance to that type of damage.

You may learn this mutagen more than once. Each time, you choose a different damage type; Upon imbibing the mutagen, you gain resistance to damage of one of the above damage types whose formula you know.

Mutagen Side Effect: When you imbibe this mutagen, select another damage type from the list. You gain vulnerability to that damage type while the mutagen persists.


Tonic of Sagacity[edit]

While this mutagen persists, you gain advantage on Wisdom saving throws and Wisdom checks.

Mutagen Side Effect: While this mutagen persists, you suffer disadvantage on Dexterity saving throws and Dexterity checks.


Unbreakable Draught[edit]

While this mutagen persists, you gain resistance to bludgeoning damage.

Mutagen Side Effect: While this mutagen persists, you gain vulnerability to piercing damage.


Mighty Decoction[edit]

Prerequisite: Hemocraft level 2nd

When you hit a creature with a natural weapon or unarmed attack while this mutagen persists, you can choose to force it to make a Strength saving throw. If it fails, you can push the target up to 10ft in a straight line directly away from you. If the target rolls a natural 1 on its saving throw, it also falls prone.

Each time you learn this mutagen formula, the maximum distance you may push a creature is increased by 10ft.

Mutagen Side Effect: Whenever you are moved against your will (Such as with the Thorn Whip cantrip) while this mutagen persists, you must make a Dexterity saving throw against your Hemocraft save DC, falling prone on a failure. Each time you learn this mutagen formula, the save DC increases by 1.


Nighteye Tonic[edit]

Prerequisite: Hemocraft level 2nd

While this mutagen persists, you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Mutagen Side Effect: While this mutagen is active, you are blinded for one round upon being exposed to direct sunlight, and you have disadvantage on attack rolls and and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.


Distillation of Aether[edit]

Prerequisite: Hemocraft level 11th

Upon imbibing this mutagen, for 1 hour, you gain a flying speed of 20ft and can hover.

Mutagen Side Effect: While this mutagen persists, you have disadvantage on saving throws against effects that inflict exhaustion or the stunned or paralyzed conditions.


Draught of Major Resistance[edit]

Prerequisite: Hemocraft level 11th

Upon learning this mutagen formula, choose Radiant, Necrotic, Force or Psychic damage. While this mutagen persists, you gain resistance to that type of damage.

You may learn this mutagen more than once. Each time, you choose a different damage type; Upon imbibing the mutagen, you gain resistance to damage of one of the above damage types whose formula you know.

Mutagen Side Effect: When you imbibe this mutagen, select another damage type from the list. You gain vulnerability to that damage type while the mutagen persists.


Elixir of Reconstruction[edit]

Prerequisite: Hemocraft level 7th

Upon imbibing this mutagen, for 1 hour, at the start of each of your turns, you regain hit points equal to your proficiency bonus if you have at least 1 hit point, but no more than half of your hit points, remaining.

Mutagen Side Effect: While this mutagen persists, you have disadvantage on death saving throws.


Solution of Minor Immunity[edit]

Prerequisite: Hemocraft level 15th

Upon learning this mutagen formula, choose Fire, Cold, Lightning, Acid or Thunder damage. While this mutagen persists, you gain immunity to that type of damage.

You may learn this mutagen more than once. Each time, you choose a different damage type; Upon imbibing the mutagen, you gain immunity to damage of one of the above damage types whose formula you know.

Mutagen Side Effect: While this mutagen persists, whenever your chosen immunity prevents damage, you must make a Constitution saving throw against your Hemocraft save DC. On a failure, you suffer one level of exhaustion.