Medium Or Small Humanoid (Any Race, Wizard), Any Alignment
Armor Class 12 (15 with mage armor)
Hit Points 130 (20d8 + 40)
Speed 30 ft.
STR
8 (-1)
DEX
14 (+2)
CON
14 (+2)
INT
17 (+3)
WIS
10 (+0)
CHA
13 (+1)
Saving Throws INT +7, WIS +4
Skills Arcana +7, Medicine +8
Senses Passive Perception 10
Languages any four languages
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Blood Power. While the hemomancer has less than half of its hit points remaining, it has advantage on all spell attack rolls, and any non-cantrip spells it casts are two spell levels higher than they would normally be.

Spellcasting. The hemomancer can cast the following wizard spells, using Intelligence as its spellcasting ability (spell save DC 15).

At will: dancing lightshemokinesis (new)prestidigitation
2/day each: agonize (new)blood extraction (new), carnage burst (new)hemorrhage (new)mage armor
1/day: blood fever (new)

Actions

Multiattack. The hemomancer makes two blood surge attacks. This action is treated by other effects as if the hemomancer were casting a spell of 3rd-level.

Blood Surge. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 120 ft., one target. Hit: 14 (2d10 + 3) necrotic damage plus 12 (5d4) force damage.

Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands.

Reactions

Hemomancy. When the hemomancer takes bludgeoning, piercing, or slashing damage, if it has less than half of its hit points remaining after the damage is dealt, it can cast a spell or make one blood surge attack as a reaction.

Description

Hemomancy is the practice of blood magic, and those wizards who specialize in blood magic are known as hemomancers. In most settings, blood magic is forbidden, so hemomancy can only be learned from obscure or heretical sources, or discerned for oneself via grisly trial and error.

The Power in Blood. Hemomancy is founded upon the principle that there is vast arcane and divine power hidden within the blood of all living things, born from the coexistence of flesh and soul. Hemomancy, and all blood magic, involves drawing out that power to weave into magic and fuel spellcasting. Hemomancers study the variety of ways that power manifests within blood, seeking to understand the mysteries inherent in fiends' blood, fey blood, dragons' blood, angel blood, and so on. Yet many believe that the most powerful secrets of blood magic still lurk undiscovered within the blood of mortal humanoids, who hold so much raw potential.

Forbidden Knowledge. Most wizards that pursue the path of hemomancy have little more than the discarded scraps of ancient heresy to guide their study. Since this form of magic often leads mages down dark paths, most authorities choose to outlaw it, along with the majority of necromancy and even sometimes enchantment and illusion spells. Hemomancy can lead its practitioners to gather blood from unwilling victims, create monsters by mixing mortal and immortal blood, or sacrifice innocent lives in blood rituals to attain the power they seek. Any sources of information about blood magic are destroyed, and all that remains are the scattered fragments saved by errant cultists or apprentice mages who were lucky enough to escape the mob's flames.

Twisted Experiments. Without access to sources of advanced knowledge, hemomancers must often resort to performing magical experiments themselves in order to unlock further secrets of blood magic. Some attempt to experiment on themselves, but find that repeated use of a creature's blood for blood magic can lead to strange side effects and pathologies. In the end, most start using others for their experiments, whether they are willing or not, leading to the same tales that cause blood magic to be forbidden in the first place.

Habitat: Urban

BenevolentEvil

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