Base Class: Rogue
Hemokinesis is the ability to control and manipulate blood
NOTE: whenever you gain a hemocraft token, expend an available charge. Expended charges show how many Hemocraft tokens you have. For example, if you have a total of 4 Hemocraft tokens, you should have 4 charges filled in. Whenever you use a Hemokinetic ability, un-expend an amount of charges equal to the required token count that the ability uses, assuming you have the required amount of tokens to use said ability.
If your system to track tokens looks like this:
- 8/8 +
note that the number to the right is the maximum amount of tokens you can have, and the number to the left are the AVAILABLE amount of charges you have. To gain or lose tokens, you want to subtract one available charge to gain a token, and add a charge when you use one. To see how many tokens you have, you can either click/tap the Hemocraft Token section on your characters sheet to present the pop up on the right, or you can take your available amount of charges and subtract them from your total amount of charges, and then the difference will be the total amount of tokens you have.
Im not sure if there is a solidified rule for tokens in D&D, so I kinda just had to improvise a little here.
Hemocraft
3rd-level Hemokinetic feature
Hemocraft Tokens: If you deal or take a total amount of damage equal to your proficiency bonus multiplied by half your Constitution score, you gain a token used to fuel multiple actions this subclass will grant. You have a total number of tokens equal to double your Constitution modifier plus your proficiency bonus (minimum of 2).
Hemokenisis: At 3rd level you can choose up to two hemokinetic abilities this subclass grants, and one more of your choice at levels 9, 13, and 17. These abilities are fueled by a certain amount of Hemocraft tokens, which you earn by dealing or taking a certain amount of damage. You can change and swap your Hemokinetic abilities for others every Long Rest.
Saving Throws: some Hemokinetic abilities requires creatures to make saving throws to resist these abilities. The saving throw DC is calculated as follows:
Hemo save DC = 8 + your proficiency bonus + your Constitution modifier
Hemolysis
9th-level Hemokinetic feature
As a Reaction, If a creature dies within 30 ft of you, you can automatically gain 1 Hemocraft token. Once you use this feature, you must finish a Short or Long Rest until you can use this feature again.
Deadly Hemolysis
13th-level Hemokinetic feature
You can now use your Hemolysis feature three times, regaining all uses after a Short or Long Rest.
Hemotoxins
17th-level Hemokinetic feature
You gain the following Cunning Strike option.
Hemotoxins (Cost: 4d6). When you use your Sneak Attack on a creature, you can convert your sneak attack damage into Necrotic damage. Additionally, you can give the hit creature a level of exhaustion if they are Bloodied.
Hemokinesis
You can choose Hemokinesis actions, that require a certain amount of Hemocraft tokens to use.
Blood Bend (4 tokens)
As a Bonus Action, you can manipulate the blood inside a creature you can see within 30 ft of you to make them do one of these four actions:
- Unwillingly move 10 ft in any direction
- Make them go Prone where they are standing
- Attack a creature within 5 ft of it with a melee attack
- Throw anything they are currently holding 10 ft away from themselves in any direction on the ground
Blood Clot (4 tokens)
Whenever a Bloodied creature within 30 ft of you takes damage, you can us a Reaction to put a clot of blood on the creature for a total of 1 minute or until you use another Hemokinetic ability. While this blood clot is on a creature, their movement is slowed down by 10 ft. The creature can also make a strength saving throw at the end of each of its turns to remove the clot off itself.
Blood Curse (3 tokens)
Whenever a hostile creature you can see within 30 ft of you gets hit, as a Reaction you can roll a 1d8 to deal extra necrotic damage to the creature that was hit.
Blood Dagger (3 tokens)
Once per turn as an Action, you can create a small projectile in the form of a small blade that you can propel outwards up to 40 ft in any direction. You can control the flight path of the dagger, meaning it can go around corners, and can ignore Half Cover and Three-Quarters Cover to get to a target. Your dagger can only target creatures that you can see or creatures you know the exact location of. If the dagger doesn’t hit its target, you regain the tokens used for this action. The dagger deals 1d6 Piercing damage plus your Strength modifier.
Blood Domain (4 tokens)
As an Action, you can emit a dome of blood in a 15 ft radius sphere around yourself, soaking the terrain inside the dome with blood. Any creature who steps foot inside the dome move in it as if moving through Difficult Terrain. The bubble moves with you at all times and lasts for a total of 1 minute or until you use another Hemokinetic ability. You always maintain being at the center of the domain.
Blood Dread (2 tokens)
As a Reaction, whenever a Bloodied creature within 40 ft of you is hit, you can activate this ability to give them the Frightened condition for 1 minute. The creature can also make a Wisdom saving throw at the end of each of its turns to end the effect early.
Blood Hold (5 tokens)
As an Action, you can summon a circle of hands made of blood that erupt from the ground with a radius of 15 ft. You can summon these hands anywhere on the battlefield as far out as 60 ft away from yourself. Any creatures caught by the hands must make a dexterity saving throw. On a failed save, any creatures caught now have the Restrained condition. Creatures caught can repeat the saving throw at the end of each of its turns to escape. The hands stay for 1 minute or until you use another Hemokinetic ability.
Blood Peril (4 tokens)
As a Reaction, whenever a Hostile creature that you can see within 30 ft you regains hit points, you can instead make them regain no hit points, and take Necrotic damage equal to half the amount of hit points they were originally going to heal.
Blood Pillar (4 tokens)
As an Action, You can summon a 15 ft tall pillar extending anywhere from 60 ft away from you. This pillar takes up 5 ft of space and provides any creatures hiding behind it Three-Quarters Cover.
Blood Restoration (3 tokens)
As a Bonus Action, you can roll one of your hit die to heal yourself an amount of hit points equal to the number you rolled plus your class level. This hit die is not expended when used.
Blood Wave (3 tokens)
As an Action, you can create a wave of blood in the shape of a Cube with an area of effect range of 20 ft. If a creature is hit by the wave, they must make a dexterity saving throw. On a failed save, the creature is moved back by 15 ft.
Bloodcraft (5 tokens)
As a Bonus Action, you can create a blade of blood around your hand for a total of 1 minute or until you un-equip it. The blade has the following traits:
Weapon Category: Simple Melee
Damage on a Hit: 1d8 Slashing plus the ability modifier for the roll
Properties: Finesse, Thrown (range 30/90)
When using the blade, you can use your Sneak Attack without needing Advantage on your turn. The rest of the Sneak Attack rules still apply.
Bloodhound (2 tokens)
When activated as a Bonus Action, you know the location of all creatures within 30 ft of you for 1 minute.
Bloodstream (2 tokens)
as a Bonus Action, you can create a stream of blood to carry yourself an extra 10 ft in any direction.
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