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Credit: itsprecioustime

## Hemomancer

A sturdy dwarf woman charges through battle, crimson axes in each hand. She cuts through the enemy like butter, blood everywhere. They thirst for it. With every swing the dwarf appears stronger, unbridled by her weapons. As the battle comes to a close, her axes fall to the floor, splatters of blood. She kneels by a fallen enemy, and the blood drains from it's body. The dwarf walks away, unscathed beyond two scabbed palms.

### Masters of Blood
A hemomancer has mastered the art of blood. Using the natural energy of life to control blood, she sculpts the world to her liking. They concentrate on either self-preservation via the stealing of others' blood or manipulation via control of the enemy's blood. They damage themselves in order to maximize damage on the enemy. The original hemomancers studied vampires and monks in order to develop their techniques. Since then, small groups have taught one another and the field of pseudo magic exists in small doses.


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### Creating a Hemomancer
Hemomancers are usually good. However, rogue hemomancers take on an evil alignment and will be hunted down by society. When creating a hemomancer, think about how your character developed their techniques. Did they study alongside a monastery of other hemomancers, or were they a vampire's plaything that escaped. Are they shunned from their society for practicing hemomancy? What drives you to the adventure? Are you wanting to spread the use of hemomancy? Were you driven from your home village for experimenting on animals? Were you drafted in the military for your deadly skill?

#### Quick Build

You can make a Hemomancer quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity. Second, choose the Hermit background.

## Class Features

As a Hemomancer you gain the following class features.

#### Hit Points
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- **Hit Dice:** 1d8 per Hemomancer level
- **Hit Points at 1st Level:** 8 + Constitution modifier
- **Hit Points at Higher Levels:** 1d8 (or 5) + Constitution modifier per Hemomancer level after 1st

#### Proficiencies
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- **Armor:** Light armor and Medium armor
- **Weapons:** Simple weapons
- **Tools:** Medicine Kit
- **Saving Throws:** Constitution/Strength
- **Skills:** Choose two from: Arcana, Intimidation, Medicine, Nature, Perception, Religion; you also gain proficiency in Charisma based checks against Vampires


#### Equipment

You start with the following equipment, in addition to the equipment granted by your background:

* (a) A dungeoneer's pack or (b) An explorer's pack
* Dagger
* 3 Glass Vials

### Unarmored Defense
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.


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<div class='classTable'>
##### Hemomancer 
| Level | Proficiency Bonus | Features |
|:---:|:---:|:---|:---:|
| 1st | +2 | Unarmored Defense, Hemomancy, Hemomancer's Armor |
| 2nd | +2 | Blood Pact, Fighting Style |
| 3rd | +2 | Hemo-Concentration |
| 4th | +2 | Ability Score Improvement |
| 5th | +3 | Extra Attack, Sanguine Scavenger | 
| 6th | +3 | Hemo-Concentration Feature |
| 7th | +3 | Magically Infused Blood | 
| 8th | +3 | Ability Score Improvement | 
| 9th | +4 | Blood Pact Improvement | 
| 10th | +4 | Blood Control | 
| 11th | +4 | Hemo-Concentration Feature | 
| 12th | +4 | Ability Score Improvement |
| 13th | +5 | Sanguine Control | 
| 14th | +5 | Hemo-Concentration Feature | 
| 15th | +5 | Blood Pact Improvement | 
| 16th | +5 | Ability Score Improvement | 
| 17th | +6 | Hemo-Concentration Feature | 
| 18th | +6 | Strong Bodied | 
| 19th | +6 | Ability Score Improvement | 
| 20th | +6 | Extended Blood Pool | 
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### Hemomancy
Beginning at 1st level, your practice of hemomancy allows you acess to a unique combat style utilizing blades forged of your own blood. You gain proficiency in blood weapons. You gain the following effects while you are unarmed or wielding only blood weapons:

* You may focus your blood to form any simple or martial melee weapon without the heavy property anytime your could draw a weapon. 
* You may dismiss this weapon at any time you could sheath a weapon. The weapon will deconstitute into blood if it leaves your hand(s). 
* You are able to coat weapons and ammunition in your blood, granting effects as you advance as a hemomancer. You are able to coat a number of weapons per long or short rest equal to your consitution modifier. 3 units of ammunition can be coated for the cost of one weapon.


Some of your hemomancy techniques require your target to make a saving throw to resist the techniques' effects. The saving throw's DC is calculated as follows:

___
**Hemomancy save DC** = 8 + your proficiency + your Constitution modifier
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### Hemomancer's Armor 
Beginning at first level, you may deal 5 necrotic damage to yourself and add +5 to your AC for 1 round as a reaction, which you take when you are hit by an attack. You may do this a number of time per day equal to your proficiency bonus per long or short rest.

### Blood Pact
Starting at 2nd level your understanding of hemomancy now allows you to expend a Hemomancer Hit Die as a bonus action to gain a 1d8 + your constitution modifier temporary hit points. After 9th level, add your  proficiency bonus to this value.

#### Fighting Style
At second level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
##### Blood Defense 
While you have Hemomancer's Armor activated, you gain an additional +1 bonus to AC.
##### Dueling 
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
##### Blood Weapon Fighting
When you roll a  1  or 2 on a damage die for an attack you make with a blood weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a  1  or a 2. 
##### Two-Weapon Fighting 
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

### Hemo-Concentration
When you reach 3rd level, you commit yourself to a Hemo-Concentration: Hemo-Kinesis or Vigor Vampirism. 
The abilities granted by your concentration are listed below.

### Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1.  As normal, you can't increase an ability score above 20 using this feature.

### Extra Attack
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.
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### Sanguine Scavenger
Beginning at 5th level you gain the ability to drain energy from those recently deceased. If a being with blood (as ruled by the DM) has died within the last minute, you may spend one minute draining it's life force. You gain Hit Points up to one-forth (rounded up) the creature's maximum Hit Points. You may do this a number of times per day equal to half your hemomancer level.

### Magically Infused Blood
Starting at 7th level, your blood weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attack and damage. 
Weapons and ammunition coated in your blood count as magical.
Your blood conveys a +1 bonus to weapons and ammunition starting at 11th level, and +2 at 17th level, and +3 at 20th level.

### Blood Control
At 10th level, you can lower your heart rate drastically. It is nearly impossible for anything to detect if you are alive or dead with magic or inspection. You can maintain this for a number of minutes equal to your constitution score. You also regain all spent hemomancer hit dice once you've completed a long rest.

### Sanguine Control
Beginning at 13th level, you can remove impurities from your blood. You are now immune to poisons and disease. 

### Strong Bodied
You have gained an extreme control over your own blood. It is extremely difficult to go past your skin. At level 18th level, permanently add +2 to AC.

### Extended Blood Pool
At 20th level, you have trained your body to consistently produce more blood and have more to pull from. Increase your Constitution score by 4. The score maximum is also increased by 4. 

## Hemo-Concentrations
Most hemomancers use their powers in different ways. While all hemomancers will utilize blood as the develope their skills, some will wish to be in the midst of a flurry of bloody and steel while others will want to use more precise strikes to incapacitate their targets.
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### Hemo-Kinesis

You have had a revelation that you are able to control the blood and life essence of others. 

##### Impure Blade Damage
| Level | Damage to Self | Damage to Enemies
|:----:|:------:|:--:|
| 3rd | 1d10 | 3d10 |
| 7th  | 2d10 | 5d10 | 
| 11th | 3d10 | 7d10 | 
| 15th | 4d10 | 9d10 |
| 19th | 5d10 | 11d10 |

#### Impure Blade
Starting at 3rd level when you take this Hemo-Concentration, once per turn when you or and ally hit a creature with a weapon attack with a piercing weapon either coated in or made out of your blood, you may deal 1d8 necrotic damage to yourself to deal 3d10 necrotic damage in addition to the weapon's damage. You may choose to increase damage to yourself and the enemy at later levels. You may choose any associated damages of your level or lower. 

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#### Improved Scavenging
Beginning at 6th level, when you use the Sanguine Scavenger, you instead regain Hit Points up to one-half (rounded up) the creature's maximum Hit Points. 

#### Hemo-Enhancement
After 11th level, you are able to control the blood of willing creatures in order to assist them. When helping allies, in addition to having them roll with advantage, add your proficiency modifier to the roll. This can vary from helping an ally clear a jump to making them swing an axe harder. This can be done from a distance up to 60 ft.

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#### Boiling Blood
At 14th level, you gain the ability to cause irregularities in enemies' blood from a distance. You may use this feature as an action. A creature with blood, (as ruled by the DM) within 60ft of you must make a Constitution saving throw. The target takes 5d10 necrotic damage on a failed save or half as much on a successful one. You may do this a number of times a day equal to your constitution modifier, minimum 1.

#### Hemo-Puppetry
After 17th level, you have nigh on mastered the art of controlling others. It is especially effective when merged with your blood. If your blood enters a creature of one size class larger than you or smaller, you may control them until they succeed on a Constitution saving throw of 10 + proficiency bonus + your Constitution modifier or you lose concentration on your blood. You may concentrate on up to three creatures containing your blood or one with your blood and one without. The creature(s) makes a new Constitution saving throw at the end of each of its turns. While the creature(s) is under your control, you may use your bonus action to hold the target in place. 

You may also use your action to take total and precise control of the creature(s). Until the end of your next turn, the creature(s) takes only the physical actions you choose (Does not affect mental actions) and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature(s) to use a reaction, but this requires you to use your own reaction(s) as well. If you terminate the control early, you may deal 5d10 necrotic damage to the target. You lose control of a creature if it goes beyond 60 feet away from you. 

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You may only forcefully terminate this effect and cause the associated damage a number of times per day equal to your Constitution modifier. (minimum 1)


### Vigor Vampirism 
You have learned how to harness the life energy of blood in other organisms for your own benefit. 

#### Siphoning Strike
Starting at 3rd level when you choose this concentration, whenever you strike a being with blood (as ruled by the DM) with your blood weapons, you regain a number of hit points equal to your proficiency bonus, up to your maximum. 

#### Revilatizaing Blood
Beginning at 6th level, when you expend a hemomancer hit die, you regain additional hit points equal to your constitution modifier.


#### Enhanced Blood Weapons
After 11th level, you have spent a long time honing your blood weapons and training to hit vital points of your enemies. You may add your constitution modifier to the damage of your blood weapons. 
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#### Iron Blooded
Beginning at 14th level, you gain resistance to bludgeoning, slashing, and piercing damage.

#### Vampiric Heritage
After 17th level, you have truly remade yourself in the vampire's image. When you deal damage with your blood weapons, you may gain temporary hit points equal to half the damage dealt plus your constitution modifier.


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Credit: nightmew 

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  Credit: piku-chan
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### Multiclassing



#### Prerequisites.
To qualify for multiclassing into the hemomancer class, you must meet these prerequisites: 

**Constitution** of 13 or higher.

##### Proficiencies. 
When you multiclass into the hemomancer class, you gain the following proficiencies: 

Light armor, simple weapons





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