Base Class: Artificer
Hematurges can get their start from many different backgrounds. A vampire who studies his food, a more learned member of a bloodhunter sect, a secret cultist within a religious organization, or even a medical doctor with an inclination for the magical and metallurgical.
Using blood samples and different magical reagents, the Hematurge can weave unique spells, or purify blood samples into Blood Iron ingots and use them to create powerful cursed weapons and infusions.
(This subclass was inspired by and created for MonkeyDM’s Steinhardt’s Guide to the Eldritch Hunt. Check with your GM before selecting)
Hematurge Spells
3rd-level Hematurge feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Hematurge Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Hematurge Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
healing word, coagulated tendrils |
|
5th |
calm emotions, hold person |
|
9th |
haste, hematic haze |
|
13th |
private sanctum, aura of life |
|
17th |
hold monster, hemophage |
Genius Hematologist
3rd-level Hematurge feature
You gain proficiency in Medicine and resistance to necrotic damage.
Tools of the Trade
3rd-level Hematurge feature
Once this subclass is selected, you may spend 1 hour, which can be taken during a short or long rest, to add an infusion to one weapon you possess. This turns that weapon into a Collector Weapon, which allows it to absorb and collect blood. On a successful attack with a Collector Weapon, you may have your target make a constitution saving throw against your Collection save DC (DC = 8 + your proficiency bonus + intelligence modifier). On a fail, you gain one unit of blood towards filling your flask. On a critical fail of a natural 1 to 3, you collect 2 units of blood. Every 4 units fills 1 flask slot. Blood can only be collected from living targets, as the life essence within blood is vital. Any blood collected past usable slot capacity will be put into reserve flasks. Reserve flasks cannot be used to replenish usable slots. Before a long rest, all filled flasks are converted to iron dust and saved towards making a Blood Iron ingot. Flasks that are not yet full are emptied without being converted. An equivalent of 20 full flasks is required to gain 1 blood iron ingot. These weapons must be attuned, and you may only equip 1 at a time (with the exception of the Wrist Collector Trick Weapon).
You also get an alchemy kit, and proficiency with martial weapons.
Blood Forging
Level 3 Hematurge feature
Blood forged weapons can be made into the shape of or infused with any simple, martial, or ranged weapon. Weapons made using this method are designed to make targets bleed, utilizing saw-toothed blades, spikes, hooks, barbs, blood gutters, etc. Every blood forged weapon is a +1 version of the allowed weapon designs (see list of available designs for each type at bottom). The infusion upgrades to +2 at level 9. Whether creating a new weapon or infusing an existing one, blood forging requires an amount of Blood Iron ingots, according to the type of weapon. If infused, the infusion is permanent, as it is powered by the material.
When holding a bloodforged weapon, the user will hear the faint screaming of many voices in their head, as if from a great distance. Upon a failed attack from a natural 1-5 roll with a bloodforged weapon, the screams drastically crescendo. The user must make a Wisdom save, or suffer a short term madness effect. If one who is not attuned to a bloodforged weapon holds it, they automatically take 1d6 psychic damage, and will continue to do so each turn until they let it go.
|
Weapon Type |
Available Designs |
|
Light (1 ingot) |
Dagger(x2, melee), Handaxe(melee), Light Hammer(melee), Sickle, Spear(melee), Battleaxe, Flail, Longsword, Quarterstaff, Rapier, Scimitar, Shortsword, Whip |
|
Ranged (2 Ingots) |
Dagger(x2, throwing), Light Hammer(throwing), Handaxe(throwing), Javelin, Spear(throwing), Light Crossbow, Dart(x10), Shortbow, Trident(throwing), Hand Crossbow, Heavy Crossbow, Longbow, Rifle, Pistol, Flintlock, Blunderbuss, Cannon |
|
Heavy (3 ingots) |
Mace, Glaive, Greataxe, Greatsword, Halberd, Maul, Morningstar, Pike, Trident(melee), War Pick, Warhammer, Scythe, Cleaver |
Extra Attack
5th-level Hematurge feature
You can attack twice, rather than once, whenever you take the Attack action on your turn.
Augmented Blood Forging
9th-level Hematurge feature
Your prowess in blood forging has greatly refined. Your blood forged weapons are now +2. You may spend 1 blood iron ingot to integrate blood circuitry into the weapon and permanently grant a magic effect to any blood forged weapon made by you. You must forgo 1 long rest and treat it as a short rest in order to apply this effect to one blood forged weapon.
Light weapon:
You squeeze your hand upon an iron thorn forged onto the grip of your weapon to extend your weapon's range for one attack. Extension may vary between 5ft.-30ft. You take 3 necrotic damage per 5ft. of extension. This also extends the range for an attack of opportunity, should any creature within the maximum range move away from you. The same amount of damage per length must be taken to use an extended attack of opportunity. Can only be used once per turn.
Ranged weapon:
An iron thorn is forged onto the grip of the weapon, which punctures your hand. You take 5 necrotic damage for one enhanced attack that ignores any ammunition requirement. Blood is then absorbed into the metal of the weapon. Once loosed, thrown, or fired, your attack will have advantage to hit, so long as the target is a living creature. For non-living enemies, such as undead or constructs, make a normal attack roll. Upon a hit, the attack inflicts an additional 1d8 necrotic damage to the normal damage roll for that weapon. You can also add up to an additional 2 shots by taking an additional 5 necrotic damage per shot. Each additional shot shares the advantage to hit living creatures. Any additional shot inflicts only base weapon damage. Can only be used once per turn.
Heavy weapon:
An iron thorn is forged onto the grip of the weapon, which punctures your hand. You take 5 necrotic damage to inflict an additional 3d8 force damage to an attack using a weapon with this infusion. You may add up to an additional 2d8 by taking another 5 necrotic damage per additional d8. Can only be used once per turn.
Instant Exsanguination
15th-level Hematurge feature
Upon a successful melee attack with your blood collector weapon, you can use a bonus action to force the target creature to make a Constitution save against your Collection save DC. On a failed save, all blood is violently drained and the target drops to zero HP. On a success, the target takes 5d12 necrotic damage, and gains three levels of exhaustion for 3 turns. Upon either result, all blood flasks currently attached to the collector weapon are destroyed and the wielder must take 1 long rest to repair them in order to collect any more blood.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
11/4/2024 10:38:03 AM
|
0
|
1
|
1.1
|
Coming Soon
|
Comments