Base Class: Blood Hunter
Although all Blood Hunter orders rely on the icor of life, none rely so heavily upon it as the Hemomancers. A Hemomancers are the purists of the orders, they do no change themselves with the blood of friends or Lycans to become closer to their prey. No, the Hemomancers gain their power from the blood they spill and the blood they bleed naturally. While the order of the Lycan transforms into a beast, the Hemomancer will be stocking himself a week before a hunt. He will drain his own veins and the veins of those that are willing to improve his chances of survival. Hemomancers are planners, they rely on their intelligence and wisdom to purge the lands of vile creatures rather than the brawn that most orders do. Hemomancers have much in common with the Order of Mutants, their training in alchemy is similar but differs upon closer inspection. It is said that a Hemomancer can know the creature who's blood they come in contact with and track them from it.
Hemocratic Lead
When in contact with at least 1 ounce of blood (DM's discretion) the Hemomancer can invoke a 10-minute ritual using an alchemist's kit to learn the following:
3rd level Features:
- The race of the creature (DM's discretion).
- How long ago the blood had been spilled.
- If the creature had poison or disease within its system at the time blood was spilled (Not the exact poison or disease).
7th level Features:
- The age of the creature
- The Alignment of the creature
- If blood had been spilled by Magical or Martial means.
11th level Features:
- The creature's Planar Origin (DM's discretion).
- The last meal the creature had consumed before blood was spilled.
- The creatures resistances, vulnerabilities, and immunities.
15th level Features:
- The direction of the creature, if it's within 1 mile, 100 miles, or beyond (Including other planes but not which plane) of the Hemomancer when the ritual is finished.
- Whether the creature has any healing properties.
- If the creature's blood is mixed with the blood of another creature it will glow bright green if the blood is that of a parent. The blood will glow bright white if the foreign blood is of a creature with no genetic similarities. The blood will glow bright red if the creature's blood is mixed with an offspring or sibling of the creatures.
19th level Features:
- The name of the creature (DM's discretion)
- A general description of how the creature looks (Hair color, eye color, skin color).
Blood Magic
When you reach 3rd level, you can augment your combat techniques with the ability to cast spells. See chapter 10 of the PHB for the general rules of spellcasting and chapter 11 of the Player’s Handbook for the Warlock spell list.
Cantrips. You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.
Spell Slots. The Hemomancer spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 8th level, you have two 2nd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 2nd-level spell.
Spells Known of 1st Level and Higher. At 3rd level, you know two 1st-level spells of your choice from the spell list.
The Spells Known column of the spellcasting table shows when you learn more spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 11th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class and order, you can choose one of the spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability. Intelligence is your spellcasting ability for your spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
| BLOOD HUNTER LEVEL | CANTRIPS KNOWN |
SPELLS KNOWN |
SPELL SLOTS |
SLOT LEVEL |
|---|---|---|---|---|
| 3rd | 2 | 2 | 1 | 1st |
| 4th | 2 | 2 | 1 | 1st |
| 5th | 2 | 3 | 1 | 1st |
| 6th | 2 | 3 | 2 | 1st |
| 7th | 2 | 4 | 2 | 2nd |
| 8th | 2 | 4 | 2 | 2nd |
| 9th | 2 | 5 | 2 | 2nd |
| 10th | 3 | 5 | 2 | 2nd |
| 11th | 3 | 6 | 2 | 2nd |
| 12th | 3 | 6 | 2 | 2nd |
| 13th | 3 | 7 | 2 | 3rd |
| 14th | 3 | 7 | 2 | 3rd |
| 15th | 3 | 8 | 2 | 3rd |
| 16th | 3 | 8 | 2 | 3rd |
| 17th | 3 | 9 | 2 | 3rd |
| 18th | 3 | 9 | 2 | 3rd |
| 19th | 3 | 10 | 2 | 4th |
| 20th | 3 | 11 | 2 | 4th |
Rite Focus
Beginning at 3rd level, your weapon becomes a core to your Hemomancy. While you have an active Crimson Rite, you can use your weapon as a spellcasting focus (found in chapter 5 of the Player’s Handbook) for your warlock spells, and you gain a specific benefit based on your chosen pact (outlined below).
Blood Frenzy
Starting at 7th level, when you use your action to cast a cantrip, you can immediately make one weapon attack as a bonus action.
Hemocratic Repose
At 7th level, when the Hemomancer takes damage by a melee attack they can use their reaction to double the damage they receive. By doubling the damage they take they can quadruple the damage they sacrificed as piercing, slashing, or bludgeoning damage to the attacker. This damage is perceived as the blood spilled by the Hemomancer lashing out of the wounds of the Blood Hunter to strike the attack before spilling to the ground.
An example to better understand this is as follows: If the blood hunter is stuck by a dagger and is dealt 6 points of damage, the Bloodhunter can use their reaction to lose an additional 6 points of damage to a total of 12. By doing this the attacker will take 6 points of damage x 4 for a total of 24. (DM's please leave comments on whether this feature is broken and needs improvement)
Brand of the Blood Binder
Upon reaching 11th level, your Brand of Castigation feature now digs deep into the blood of your target, leaving them vulnerable to your magic. A creature branded by you has disadvantage on their saving throws against your spells.
Fate Untold
At 15th level, your studies of blood have given you the ability to prevent death.
Hemocratic Shouldering
Starting at 18th level, you’ve learned to siphon the blood of a creature that you have slain. By studying the creature's blood after using your Hemocratic Lead ability you can take a short rest to imbue your own body with aspects of the creature. Any creature of CR 15 or lower can be used in this way to allow the Hemomancer to gain the Immunities, Resistances, and Vulnerabilities of the creature. This ability cannot be used again for 1d6+2 days after the ritual.
Additionally, the Hemomancer can choose to take on one racial trait from the creature by sacrificing a spell slot until you choose to purge the foreign blood from your body. Some examples of this would be Darkvision, Flight, Burrow, or their natural spellcasting ability.
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