Base Class: Fighter
The Hemokinetic Warrior has the ability to control the spilled blood of themselves and of others. Manipulating their gory magic to their heart's content, they are able to strengthen their own position as their opponent's grows weaker. Born with an innate magic understanding the living body, a Hemokinitic warrior balances the horrors of combat with the delicate hand and touch that such fragile cells such as blood require. Typically in the mercenary business these warrior are often outsiders or outcasts due to their off-putting powerset. However, while Hemokinesis can kill, it can also heal. Just as a Hemokinetic Warrior might be a hulking war minded brute, they could just as well be a caring and capable healer.
Hemokinetic Magic
Starting at 3rd level, a latent power awakens within you. You are able to control the spilled blood of yourself and others.
Hemokinetic Modifier: Some abilities available to the Hemokinetic Warrior will force their opponents to make make saving throws. To calculate your DC simply take 8 + your proficiency bonus + your Constitution Modifier. Whenever an ability you use forces an opponent to make a save, this is the number they roll against.
Hemokinetic Prerequisites: In order to use your Hemokinetic abilities, at least 1 of 2 conditions must be met:
-You must be below your own maximum health. (Temporary HP does not apply)
-or-
- A creature within 10 feet of you must be below their own maximum health, having taken, slashing, piercing, or bludgeoning damage. (The creature in this case must also have blood. For example, a creature like a goblin would be applicable, however a stone golem would not be.)
Hemokinetic Abilities: As a bonus action, should one of the two prerequisites be met, you are able to preform one of the following abilities:
Vital Honed Weapon: You concentrate, and are able to harden and hone your weapon by freezing blood around you. For a maximum of 1 minute you gain the following benefits:
- All attacks you make with a weapon count as magical for the purpose of overcoming resistances,
- All attacks made with a weapon add your proficiency bonus to damage
This ability forces you to concentrate just as if you were casting a spell. All the rules for concentration of spells apply to this ability,
Hemokinetic Shield: You concentrate and a hardened bubble of blood floats around your person, attempting to block attacks. For a maximum of 1 minute you gain the following benefits:
-You gain a bonus to your AC equal to half your proficiency modifier rounded down. (To a minimum of 1)
-As a reaction, you can reduce the damage you take from an attack by half. You then lose your use of Hemokinetic Shield, just as if you had lost concentration. (This reaction does not halve the damage of spells)
This ability forces you to concentrate just as if you were casting a spell. All the rules for concentration of spells apply to this ability,
Blood Transfusion: You push and pull on the blood around you, improvising a healing magic. You can heal a creature within 10 feet of you for a value equal to half your fighter level rounded down. (To a minimum of 1)
You can use this feature a number of times equal to your proficiency bonus, regaining all uses upon a long rest.
Blood Ties
Starting at 7th level, you are able to effect the flow of blood through an opponents body upon hitting them with a weapon. Once per long rest, after successfully hitting an attack upon a creature with a simple or martial weapon, you may choose to activate your blood ties ability (similar to smite). The creature must make a Constitution saving throw against you Hemokinetic Magic DC or become restrained as the blood in their body hardens and freezes at your touch.
A creature that has failed its save, against your Blood Ties ability, will take damage equal to your fighter level at the end of your turn for as long as it is restrained. The creature may repeat its save at the start of each of it's turns.
You can use this ability once per long rest.
At 15th level you are able to use your Blood Ties ability twice per long rest.
At 18th level you are able to use your Blood Ties ability 3 times per long rest.
Hemokinetic Armory
Starting at 7th level, you have learned the intricacies of blood work. Your expert manipulation of vital fluid as has allowed you to fashion weapons out of the gore around you.
As an action, you can fashion any simple or marital weapon (you have seen before) out of the blood spilled around you. In order to use this ability you must meet the same prerequisites you would have to meet in order to use Hemokinetic Abilities.
All weapons created with this ability count as +1.
Any weapon you create with this ability you are proficient with. All weapons created deal either magical bludgeoning, magical piercing, or magical slashing damage. Alternatively, you may choose to have your fashioned weapon deal necrotic damage.
All (exclusively) ranged weapons created with this ability have a total of 10 shots. (Arrows, bullets, a set of 10 darts). You are only able to fashion 1 throwing dagger at a time.
Once you have created a Hemokinetic Weapon, as a bonus action you may change its shape into any other simple or marital weapon. (For example, as a bonus action you could change a great sword into a long bow).
After 1 minute, the blood used to fashion this weapon dries and crumbles into dust, rendering the weapon useless and the blood used unable to form a new weapon. Switching between weapons does not effect this timer.
Blood Born Strings
Starting at 10th level, you have learned to fashion the blood around you into durable ropes, greatly enhancing your movement and range.
If you meet at least one of the prerequisites required to activate Hemokinetic Abilities, you will able to use Blood Born Strings ability,
As a bonus action, you create red tendrils of blood that sprout and writhe around your wrists and arms. These ropes have a length of 20 feet and give you the following abilities:
-As an object interaction, the strings are able to grab and move an item up to 20 feet away. These strings can not wield a weapon however.
-By wrapping your strings against a wall or sheer surface, they are able to hold your weight. You gain a climbing speed equal to half of your movement speed.
-By wrapping your strings around a suspended object they are able to hold you up. You are able to freely hang from the strings without use of your arms.
-The strings writhe and pulse with a furious life. You are able to make an attack with the strings if you so wish. The range of the strings is 20 feet and their attack modifier is your choice of either strength or dexterity. You are proficient with them. The strings do a total of 1d6 + (Srt/Dex mod) of slashing damage. As a bonus action, if you hit your opponent with these strings you can attempt to pull them 10 feet closer to you. The opponent must make a Strength saving throw against your Hemokinetic Magic DC. On a fail they are pulled 10 feet closer you you without provoking opportunity attacks. On a success the creature is not moved at all.
These strings dry and crumble to dust after 1 minute, rendering them useless. (Ending the effect)
You have an unlimited number of uses for this ability per long rest.
Heightened Blood
Starting at 10th level, while you are concentrating on one of your Hemokinetic Abilities you gain the following benefits:
-Your movement speed increases by 10 feet
-You have advantage on all Strength Checks and Saving Throws
Anemic Potential
Starting at 15th level, you sap your opponents blood and energy with each strike.
As a reaction, when any creature (that you can see & that you have hit with an attack) makes an attack or saving throw, you can sap its energy through its bloodstream and force it to roll with disadvantage. This effect only works on creatures that have blood, exactly the same way that the prerequisite for Hemokinitic abilities works. The effect is immediate and can not be counterspelled.
You have a number of uses for this ability equal to your proficiency bonus. You regain all uses on a long rest.
Bloody Resilient
Starting at 18th level, your mastery of blood magic has granted you unnatural resilience.
While you are concentrating on a Hemokinetic Ability, you regain hit points at the start of each of your turns equal to half your fighter level rounded down.
Additionally, while concentrating on a Hemokinetic Ability, if you are reduced to 0 hit points, (but not killed outright), you are reduced to 1 hit point instead. Once this ability is used you may not use it again until completing a long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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8/14/2024 6:30:57 PM
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5
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1
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5e
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Coming Soon
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