Base Class: Fighter
The Hemovore
“The weak call it hunger. I call it equilibrium.”
— Oricyne
The Hemovore
Fighter Archetype (Oricyne’s Path)
Those who follow the path of the Hemovore master their own biology as a weapon. Through alchemy, divinity, or cursed blood, their bodies rewrite themselves in battle — healing through consumption and adapting with every wound.
Hemovores study adaptive combat: feeding on life force, analyzing it, and altering their own physiology to counter what they face. Their bite is both tool and testimony — the apex of disciplined predation.
Hemovore Features
| Fighter Level | Feature |
|---|---|
| 3rd | Predator’s Method, Empyric Metabolism |
| 7th | Adaptive Physiology |
| 10th | Blood Surge |
| 15th | Symbiotic Reflex |
| 18th | Apex Form |
Predator’s Method (3rd Level)
You gain the ability to make a Fanged Bite, a natural weapon that counts as a simple melee weapon Finesse with which you are proficient.
It deals 1d6 piercing damage plus your Strength or Dexterity modifier, and you can use it in place of one attack when you take the Attack action. Increases at level 6 to 2D6 Level 9 to 3D6 level 12 to 4D6.
When you hit with this bite, you may draw upon your blood’s hunger:
-
You regain hit points equal to your Constitution modifier (minimum 1), and
-
You gain a stack of Hemovore Adaptation until the end of your next short or long rest.
Each Hemovore Adaptation grants a minor bonus that lasts until the end of your next short or long rest (or until spent):
| d4 | Adaptation Effect |
|---|---|
| 1 | Sensory Surge. You have advantage on your next Perception or Investigation check. |
| 2 | Predatory Reflex. You can add +2 to one attack roll, saving throw, or ability check you make within the next minute (no stack). |
| 3 | Regenerative Pulse. When you next regain hit points, increase that healing by 1d4. |
| 4 | Neuromuscular Twitch. Your movement speed increases by 5 feet until the end of your next turn. |
You may spend one adaptation as a bonus action to trigger its effect early (consuming that stack).
All unspent adaptations fade when you finish a rest.
You may have a number of stacks equal to your proficiency bonus.
Empyric Metabolism (3rd Level)
Your body metabolizes damage into power.
When you take damage from a creature within 30 feet, you can mark it as Studied Prey (no action).
The next attack you make against that creature before the end of your next turn deals an extra 1d8 damage and ignores resistance to your weapon type. Increases at level 7to 2D8 Level 12 3d8 and level 15 4d8.
Once you deal this bonus damage, the mark ends.
Visual: Each strike against her becomes fuel — golden blood shimmer, then stabilizes into new strength.
Adaptive Physiology (7th Level)
Your bloodstream evolves to resist repeated harm.
When you finish a short or long rest, choose one of the following adaptations to activate until your next rest:
| Adaptation | Benefit |
|---|---|
| Thermic | You gain resistance to fire or cold damage. |
| Toxic | You gain resistance to poison damage and advantage on saving throws against being poisoned. |
| Hemostatic | You regain additional hit points equal to your Constitution modifier when you use Second Wind or heal. |
| Neuromuscular | Your movement speed increases by 10 feet, and you can add your Constitution modifier to Initiative rolls. |
You can change your adaptation at the end of any rest.
Blood Surge (10th Level)
When you score a critical hit or reduce a creature to 0 HP, your empyric blood erupts in golden energy.
As a bonus action, you may expend one Hit Die to regain that many hit points, and until the end of your next turn, your movement speed increases by 10 feet and your weapon attacks deal an additional 1d8 radiant or necrotic damage (your choice).
Symbiotic Reflex (15th Level)
Your reflexes now act with biological automation. When you fail a saving throw, you can use your reaction to reroll it by taking 1d8 damage (as your blood burns to correct the error). You must use the new roll.
You can use this feature a number of times equal to your Constitution modifier per long rest.
Apex Form (18th Level)
You have achieved perfect control of your blood.
As a bonus action, you enter your Apex State for 1 minute.
For the duration:
-
You gain resistance to bludgeoning, piercing, and slashing damage from magical and nonmagical attacks.
-
Your bite attack deals an additional 4d8 piercing damage, and restores hit points equal to the damage dealt once per turn.
-
At the start of each of your turns, you regain 10 hit points if you have at least 1 HP.
Once you use this feature, you can’t use it again until you finish a long rest.
Theme: Cold control, elegance in adaptation. The apex predator as scientist, not beast.
Predator’s Method
Predator’s Method (3rd Level)
You gain the ability to make a Fanged Bite, a natural weapon that counts as a simple melee weapon Finesse with which you are proficient.
It deals 1d6 piercing damage plus your Strength or Dexterity modifier, and you can use it in place of one attack when you take the Attack action. Increases at level 6 to 2D6 Level 9 to 3D6 level 12 to 4D6.
When you hit with this bite, you may draw upon your blood’s hunger:
-
You regain hit points equal to your Constitution modifier (minimum 1), and
-
You gain a stack of Hemovore Adaptation until the end of your next short or long rest.
Each Hemovore Adaptation grants a minor bonus that lasts until the end of your next short or long rest (or until spent):
| d4 | Adaptation Effect |
|---|---|
| 1 | Sensory Surge. You have advantage on your next Perception or Investigation check. |
| 2 | Predatory Reflex. You can add +2 to one attack roll, saving throw, or ability check you make within the next minute (no stack). |
| 3 | Regenerative Pulse. When you next regain hit points, increase that healing by 1d4. |
| 4 | Neuromuscular Twitch. Your movement speed increases by 5 feet until the end of your next turn. |
You may spend one adaptation as a bonus action to trigger its effect early (consuming that stack).
All unspent adaptations fade when you finish a rest.
You may have a number of stacks equal to your proficiency bonus.
Fanged Bite DEX
Predator’s Method (3rd Level)
You gain the ability to make a Fanged Bite, a natural weapon that counts as a simple melee weapon with which you are proficient.
It deals 1d6 piercing damage plus your Strength or Dexterity modifier, and you can use it in place of one attack when you take the Attack action. Increases at level 6 to 2D6 Level 9 to 3D6 level 12 to 4D6.
When you hit with this bite, you may draw upon your blood’s hunger:
-
You regain hit points equal to your Constitution modifier (minimum 1), and
-
You gain a stack of Hemovore Adaptation until the end of your next short or long rest.
Each Hemovore Adaptation grants a minor bonus that lasts until the end of your next short or long rest (or until spent):
| d4 | Adaptation Effect |
|---|---|
| 1 | Sensory Surge. You have advantage on your next Perception or Investigation check. |
| 2 | Predatory Reflex. You can add +2 to one attack roll, saving throw, or ability check you make within the next minute (no stack). |
| 3 | Regenerative Pulse. When you next regain hit points, increase that healing by 1d4. |
| 4 | Neuromuscular Twitch. Your movement speed increases by 5 feet until the end of your next turn. |
You may spend one adaptation as a bonus action to trigger its effect early (consuming that stack).
All unspent adaptations fade when you finish a rest.
You may have a number of stacks equal to your proficiency bonus.
Fanged Bite STR
Predator’s Method (3rd Level)
You gain the ability to make a Fanged Bite, a natural weapon that counts as a simple melee weapon Finesse with which you are proficient.
It deals 1d6 piercing damage plus your Strength or Dexterity modifier, and you can use it in place of one attack when you take the Attack action. Increases at level 6 to 2D6 Level 9 to 3D6 level 12 to 4D6.
When you hit with this bite, you may draw upon your blood’s hunger:
-
You regain hit points equal to your Constitution modifier (minimum 1), and
-
You gain a stack of Hemovore Adaptation until the end of your next short or long rest.
Each Hemovore Adaptation grants a minor bonus that lasts until the end of your next short or long rest (or until spent):
| d4 | Adaptation Effect |
|---|---|
| 1 | Sensory Surge. You have advantage on your next Perception or Investigation check. |
| 2 | Predatory Reflex. You can add +2 to one attack roll, saving throw, or ability check you make within the next minute (no stack). |
| 3 | Regenerative Pulse. When you next regain hit points, increase that healing by 1d4. |
| 4 | Neuromuscular Twitch. Your movement speed increases by 5 feet until the end of your next turn. |
You may spend one adaptation as a bonus action to trigger its effect early (consuming that stack).
All unspent adaptations fade when you finish a rest.
You may have a number of stacks equal to your proficiency bonus.
Empyric Metabolism
Empyric Metabolism (3rd Level)
Your body metabolizes damage into power.
When you take damage from a creature within 30 feet, you can mark it as Studied Prey (no action).
The next attack you make against that creature before the end of your next turn deals an extra 1d8 damage and ignores resistance to your weapon type. Increases at level 7to 2D8 Level 12 3d8 and level 15 4d8.
Visual: Each strike against her becomes fuel — golden blood shimmer, then stabilises into new strength.
Level 7: Adaptive Physiology
Adaptive Physiology (7th Level)
Your bloodstream evolves to resist repeated harm.
When you finish a short or long rest, choose one of the following adaptations to activate until your next rest:
| Adaptation | Benefit |
|---|---|
| Thermic | You gain resistance to fire or cold damage. |
| Toxic | You gain resistance to poison damage and advantage on saving throws against being poisoned. |
| Hemostatic | You regain additional hit points equal to your Constitution modifier when you use Second Wind or heal. |
| Neuromuscular | Your movement speed increases by 10 feet, and you can add your Constitution modifier to Initiative rolls. |
You can change your adaptation at the end of any rest.
Hemostatic
You regain additional hit points equal to your Constitution modifier when you use Second Wind or heal.
Neuromuscular
Your movement speed increases by 10 feet, and you can add your Constitution modifier to Initiative rolls.
Thermic
You gain resistance to fire or cold damage.
Toxic
You gain resistance to poison damage and advantage on saving throws against being poisoned.
Blood Surge
Blood Surge (10th Level)
When you score a critical hit or reduce a creature to 0 HP, your empyric blood erupts in golden energy.
As a bonus action, you may expend one Hit Die to regain that many hit points, and until the end of your next turn, your movement speed increases by 10 feet and your weapon attacks deal an additional 1d8 radiant or necrotic damage (your choice).
Symbiotic Reflex
Symbiotic Reflex (15th Level)
Your reflexes now act with biological automation. When you fail a saving throw, you can use your reaction to reroll it by taking [roll]1d8[/roll]damage (as your blood burns to correct the error). You must use the new roll.
You can use this feature a number of times equal to your Constitution modifier per long rest.
Apex Form
Apex Form (18th Level)
You have achieved perfect control of your blood.
As a bonus action, you enter your Apex State for 1 minute.
For the duration:
-
You gain resistance to bludgeoning, piercing, and slashing damage from magical and non magical attacks.
-
Your bite attack deals an additional [roll]4d8[/roll] piercing damage, and restores hit points equal to the damage dealt once per turn.
-
At the start of each of your turns, you regain 10 hit points if you have at least 1 HP.
Once you use this feature, you can’t use it again until you finish a long rest.
Theme: Cold control, elegance in adaptation. The apex predator as scientist, not beast.







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