Base Class: Warlock
**The Idea for this sub-class came from the game League of Legends character Vladimir.
There are a few other sub-class in the homebrew section if you are interested in looking for options; Doomfire's Blood Moon Hemomancer for Sorcerer, Melkashi_Seis's Hemomancer for Sorcerer, and bunrtnachos's Hemomancer (Runeterra 5e) for Warlock.
From the time you were born you were told that you were special, gifted with the powers of magic. When you were of age you set out to learn magic and become a powerful mage, and along your journey you found someone who could teach you. You took up their offer and from there your powers of Hemomancy started. Your learning took some years of pain and suffering but soon you learned to channel your magic through your blood and body and now nothing can stop you.
Work with your DM to decide who taught you this power; Was it a Demon looking for someone to help them in the mortal realm? A Fey who wanted to pass on this curse to someone else? Or was it a mage who does not want their teachings to go to waste?
Expanded Spell List
Being a Hemomancer you gain access to the spells that channel your blood magic to aid on your journeys.
Warlock Level | Spells
1st | False Life, Inflict Wounds
3rd | Gentle repose, Pass without Trace
5th | Speak with Dead, Revivify
7th | Private Sanctum, Death Ward
9th | Seeming, Cloudkill
Crimson Pact
Starting at 1st level you learn to channel your magical blood to cast spells. Instead of casting your spells with your spell slots you can instead use your life itself. When you cast a spell in this way, roll a 1d8 for each level of spell you are casting (eg: level 1 spell is 1d8, level 5 spell is 5d8) and take that much damage before casting the spell. This damage can not be reduced in any way. If you drop unconscious from doing this you do not cast the spell. You can not cast a spell level higher than the Warlock spells slots you have available.
Magical Transfusion
Starting at 1st level you unlock the Eldritch blast cantrip and have altered it to sling your Hemomancy blood. Whenever you cast the Eldritch blast cantrip, once per turn you can either attack an enemy and on a hit heal for your Constitution modifier, or take the damage yourself transferring it to an ally healing them. You can not use this ability on an undead or construct. Attacking with Eldritch Blast in this way no longer impose disadvantage at 5ft.
As you level in this class this ability grows, healing for each eldritch blast that hits. 2 bolts at 5th, three beams at 11th level, and four beams at 17th level.
**Multiclassing in this class does not stop Eldritch blast from scaling, only the healing effect.**
Hemomancy Resistance
Starting at 6th level your hemomancy starts to take a deeper hold on your body. You no longer age unless you want to. You also gain resistance to Necrotic damage and poison damage. Do to your magical blood you can no longer contract diseases and are immune but can still be poisoned.
Tides of Blood
At 10th level your blood begins to boil with magic and you learn a way to release such pain. As an action you can spend as many hit dice as you have available (minimum 1d8) to unleash a torrent of magic essence on those around you. Roll the amount of hit dice chosen, you take that as Necrotic damage and any living creature in a 20ft radius around you must make a Constitution saving throw against your spell casting DC or take that in necrotic damage, on a success taking half damage.
Hemoplague
At 14th level your Hemomancy has evolved to the point where those who touch your blood begin to burn their life essence itself. As an action you can send a piece of your life essence out anywhere 120ft that you can see creating a 20ft sphere explosion. Any creature caught in the explosion must make a Constitution saving throw against your spell casting DC, and on a failure become cursed, linking their life essence to your own. When a creature is cursed you ignore resistance to Necrotic damage, and if the target is Immune they are instead Resistant. Whenever a cursed creature dies with the curse applied to them, the caster heals for their Warlock level + Con modifier. You can do this any number of time equal to 1+ Charisma Modifier (Minimum 1) per long rest.
Previous Versions
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9/8/2020 3:58:13 AM
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