Base Class: Cleric
Hemomancers are clerics who have delved into the forbidden art of blood magic, manipulating their own life essence to both harm their enemies and heal their allies. The Hemomancer walks a dangerous path, as they must draw from their own vitality to wield the potent magic of blood.
Blood Magic
At 1st level, you gain the ability to harness the power of your own life force to cast spells. When you cast a spell from the Hemomancer Spell List, you can choose to take necrotic damage equal to your cleric level. This damage cannot be reduced or prevented in any way. If you choose to use this feature, your spells gain the following benefits:
- You add your Wisdom modifier to the damage or healing of the spell.
- The spell's range is increased by 30 feet.
- The spell's saving throw DC is increased by 2.
Sanguine Affinity
At 1st level, you form a strong connection with the essence of blood. You gain proficiency in Medicine and have advantage on saving throws against diseases. Additionally, you can cast the "Cure Wounds" spell as a bonus action without expending a spell slot, but when you do, you take damage equal to the amount of healing you provide.
Channel Divinity: Blood Pact
Starting at 2nd level, you can form a Blood Pact with willing allies. As a bonus action, you can mark a creature with a Blood Pact. While marked, that creature gains temporary hit points equal to your cleric level whenever you use Blood Magic to heal them. The Blood Pact lasts for 1 hour or until you mark another creature.
Hemorrhage
At 6th level, you gain the ability to steal the vitality of your foes. As an Action you can spend a level 3 or higher spell slot to target a creature within 60 feet. They must make a Constitution saving throw or take 4d6 necrotic damage or half as much damage on a successful one. You regain hit points equal to half the damage dealt. When you use this feature using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot above the 4th.
Life Drain
At 8th level, you learn to feed on the life essence of your enemies. When you hit a creature with a melee spell attack that deals damage, you regain hit points equal to your Wisdom modifier plus the spell's level.
Supreme Healing
At 17th level, your mastery over blood magic allows you to maintain a Blood Reservoir, a reserve of life energy that you can use to bolster your spells. You can store hit points equal to your cleric level times your Wisdom modifier in your Blood Reservoir. You can expend hit points from your Blood Reservoir to enhance the damage or healing of a spell, up to the maximum amount stored. Hit points expended this way are lost until you complete a long rest.
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