Base Class: Fighter
Whether it be the consequence of your birth, vampirism, or a curse placed upon - you have found yourself able to manipulate blood. Hemophage fighters combine their powers over blood with their own martial prowess to enhance their own vitality, rally allies in the heat of battle, or hamper their enemies.
Bloodweaving
As a Hemophage, you are able to use your own vitality in a number of ways. You learn a number of Blood Arts that are fueled by your own Hit Points.
Blood Arts: Starting at level 3, you learn three Blood Arts of your choice from the Arts Options later in this subclass’s description. Most arts require a hit point cost – when you use those arts, you lose hit points equal to the amount specified. Many arts enhance an attack in some way – you can only use one art per attack.
You learn two additional arts of your choice when you reach Fighter levels 7, 10 and 15. Each time you learn new arts, you can also replace one art you know with a different one.
Saving Throws: If an Art requires a saving throw, use the following:
Blood Art Save DC: 8 + Constitution Modifier + Proficiency Bonus
Blood Pool
Starting at level 3, your Blood Pool is a pool of hit points that fills as you take damage. Whenever you take damage from another creature, store the hit points lost in your Blood Pool (Temporary Hit Points lost do not count towards filling your Blood Pool). When you use a Blood Art, you may substitute some or all of the Hit Point Cost from the pool of hit points in your Blood Pool. At the end of your turn, the Blood Pool empties, reducing itself down to zero. Your Blood Pool cannot contain more than 10 times your fighter level hit points at any given time.
Bloodletting
Starting at level 7, your ability to manipulate your enemy’s blood grows. Once per turn, when you damage a creature with an attack, you may choose one of the following options:
Vampiric Strike: You may spend any amount of Hit Points from your Blood Pool (up to the amount of damage dealt by the attack) to gain Temporary Hit Points equal to the amount spent. These Temporary Hit Points last until the end of your next turn.
Pooling Strike: Your Blood Pool fills with an amount of Hit Points equal to the amount of damage dealt by the attack.
The Proper Tools
Starting at level 10, whenever you finish a Long Rest, you may bond with one magical weapon in your possession. Until you take a Long Rest, your Blood Art Save DC is increased by the weapon's enhancement bonus. If you do not bond to a weapon, you instead increase your Blood Art Save DC by 1 until you take a Long Rest.
Additionally, you gain proficiency in Medicine, and have advantage on Wisdom (Medicine) checks made to stabilize dying creatures.
Bloodsense
Starting at level 15, you have begun to truly feel the pulse of creatures around you.
You are considered to have sight of any bloodied creatures within 60 feet of you that have blood, regardless of whether you are blinded, they are behind cover, or are invisible.
Additionally, you may focus for a minute to extend your senses. For the next hour after completing this, you can sense how many creatures there are within 300 ft. of you that have a heartbeat, and know the general direction of where those heartbeats are coming from. You must concentrate on this effect the same way you would a spell, and if you take damage or roll for initiative, this effect ends.
Internal Reservoir
Starting at level 18, you have realized that tapping into your internal reservoir to fuel your Blood Arts can bring short term gains in exchange for future sacrifice. At the start of each of your turns (no action required), you may spend up to 3 Hit Dice. Roll them as you would for a Short Rest, adding your Constitution Modifier to each die rolled. Instead of regaining hit points, add the rolled amount to your Blood Pool.
On your turn, while the amount of hit points in your Blood Pool is greater than 50% of the Blood Pool's maximum value, you gain access to an extra bonus action that can only be used to utilize one of the Blood Arts from this subclass. You can only take this extra bonus action once per turn.
Blood Arts
The Blood Arts are presented here in alphabetical order:
Blood Doping (Cost: 15% Max Hit Points)
As a Bonus Action, increase the walking speed of a creature within 30 feet of you by 20 feet until the end of the creature's next turn. (Increase this amount to 30 at level 5, 40 at level 10, and 50 at level 15.)
Blood Mark (Cost: Variable)
When you land a weapon or unarmed attack against a target, spend any amount of hit points. Until the start of your next turn, whenever the creature takes damage your Blood Pool fills by the amount of damage that creature took. The total amount of Blood Pool you gain from a single use of the feature cannot exceed half the number of hit points you spent, rounded down.
Blood Shield (Cost: 25% Max Hit Points)
When you land an attack on a damaged creature, you can use your control over blood to create Bloody Droplets that circle around you, attempting to disrupt blows from hitting you. You gain +1 AC until the start of your next turn. (Increases to +2 AC at level 7, +3 at level 10, and +4 at level 15.)
Blood Transfer (Cost: 15% Max Hit Points)
When you land an attack on a creature, you may allow one creature within 5 ft. of it to spend one of their hit dice to heal, as if it was spent during a Short Rest. They heal an additional amount of hit points equal to half of your fighter level.
Bloodseeker Weapon (Cost: 20% Max Hit Points)
When you take the attack action on your turn, you may enhance your weapons to harvest extra blood from your foes. Until the end of your next turn, whenever you strike a creature, fill your Blood Pool by an amount equal to your proficiency bonus.
Coagulopathy (Cost: 25% Max Hit Points)
When you land an attack on a creature, you can force their body to stop regulating it’s own repair. Until the start of your next turn, the creature cannot regain hit points.
Crimson Martyr (Cost: Variable)
As a reaction, when another creature within 60 ft. of you would take damage, you may spend Hit Points up to half of the amount of damage they would take. The damage they take is reduced by the amount of hit points spent.
Emergency Coagulation (Cost: 10% Max Hit Points)
When a creature within 30 ft. of you fails a Death Saving Throw, you can change the failure to a success.
Endorphin Rush (Cost: 10% Max Hit Points)
As a reaction, when you or another creature within 30 ft. of you makes an Acrobatics or Athletics check or Constitution Saving Throw, you may add your Constitution Modifier to the ability check or saving throw.
Hypertension (Cost: 40% Max Hit Points)
You attempt to force the flow of blood in a creature's veins to flow at a dangerous rate, putting strain on their heart. As a bonus action, force a creature you can see within 30 ft. of you to make a Constitution Saving Throw. On a failure, they start to suffer various symptoms of Hypertension – at the start of each of it’s turns for the next minute, the creature must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. You must concentrate on this effect like a spell for it to stay in effect. Cannot be used on creatures that do not have blood.
Hypogammaglobulinemia (Cost: 15% Max Hit Points)
As a bonus action, you lower the number of antibodies produced in a creature's blood, rendering it more vulnerable to infection. For the next minute, the creature subtracts 1 from every Saving Throw it makes. You must concentrate on this effect as you would a spell. At the end of each of your turns while concentrating on this effect, the amount the creature subtracts from Saving Throws increases by 1, up to your Constitution Modifier. At the end of each of the creatures turns, it may make a Constitution Saving Throw, ending this effect on a success. This has no effect on creatures without blood.
Hypotension (Cost: 25% Max Hit Points)
You attempt to slow the flow of blood in a creature’s veins, causing it to become sluggish. As a bonus action, force a creature you can see within 30 ft. of you to make a Constitution Saving Throw. On a failure, they become sluggish - for the next minute, they subtract half of your proficiency bonus (rounded down) from all attacks and ability checks they perform. You must concentrate on this effect like a spell for it to stay in effect. Cannot be used on creatures that do not have blood.
Marionette (Cost: 20% Max Hit Points)
When you take the attack action on your turn, you may forgo one of your attacks to instead allow another willing ally within 30 ft. to make a melee weapon attack with disadvantage. The willing creature may use their reaction to remove disadvantage from the attack.
Migraine (Cost: 30% Max Hit Points)
When you land an attack on a creature, you may inflict them with a migraine. Until the end of their next turn, if try to cast a spell, they must make a Constitution Saving Throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action or Reaction used to cast is wasted. If the spell was cast with a spell slot, the slot isn’t expended. Cannot be used on creatures without blood.
Muscle Spasticity (Cost: 10% Max Hit Points)
When you land an attack on a creature, you can force their muscles to spasm. Until the end of their next turn, their movement speed is halved.
Vampiric Blood (Cost: 20% Max Hit Points)
As a Bonus Action, you fully take on the aspects of a vampire. Until the end of your next turn, your creature type becomes Undead. Whenever you hit a creature with an attack while you are Bloodied, you regain hit points equal to your proficiency bonus. You gain 120 ft. of darkvision, however you have disadvantage on attack rolls made in direct sunlight. If you end your turn in direct sunlight, you suffer 20 points of Radiant Damage and are frightened until this effect ends.
Vasodilation (Cost: 30% Max Hit Points)
As a bonus action, you dilate a creature that you can see (other than yourself) within 60 feet's blood vessels, helping their body perform at peak condition and respond to infection. For the next minute, the creature has advantage on Strength and Constitution Checks and Saving Throws. You must concentrate on this effect the same way you would a spell, and it cannot be used on a creature that does not have blood. If you and your target are more than 60 feet apart, this effect ends.
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