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Haemomancy

Beginning at 1st level, your practice of Hemomancy allows you a master of a unique combat style utilizing blades forged of your own blood. You gain proficiency in blood wearpons. You gain the following benefits while you are unarmed or wielding only blood weapons and you aren't wearing medium or heavier armor:

  • You can sense blood from up to 60ft away

  • You use Constitution instead of Strength for the attack and damage rolls of your blood weapons.

  • Blood Armor: By controlling your own blood you form a suit of armor entirely made of blood. This suit of armor is considered light and has an armor class of 13 + your Dexterity modifier. The caster must take 1d6 damage to form the armor. The armor class can be increased by 2 once by taking an additional 1d6 damage. This armor dissipates after ten minutes and cannot be reactivated until completing a short or long rest.

  • Haemokinetic Combat: You are able to utilize your own blood in combat, enhancing your abilities and creating weapons only you can use. The weapons you make can take the form and statistics of any simple weapon or martial weapon. Manifesting a blood weapon is a bonus action. The weapon maintains its form so long as you remain conscious and maintain concentration. When using this to form a ranged weapon that uses projectiles, every projectile cost 1hp to fire.

  • Blood Regeneration: As a result of tampering with your own life force, you cannot be healed by normal means. Instead, you must imbibe blood taken from a living creature, including blood previously drawn from yourself. One unit of blood, stored in a glass bottle, can heal you for 1d10. In combat, you can also drain a unit of blood from a grappled enemy or willing ally as an action, dealing 1d10 necrotic damage to the target and healing you for half the damage dealt, rounded down (Minimum of 1). Blood has no healing effects for non-Haemomancers.


 
You may drain a number of units of blood per day equal to your Constitution modifier, taking one minute per unit of blood and you must have a medicine kit. You may drain only 2 units of blood a day from a willing donor before they take a long rest. Donating one unit of blood to a willing creature will take 1 minute and will remain in their body for 24 hours. One unit of blood will coat three pieces of ammunition and if ammunition coated in your blood hits an enemy, your blood remains in them for 1 hour. Blood may also be stored in glass vials for 3 days after being drained. Each bottle contains 1 unit of blood. If you donate blood to a creature every day for a year, they are always considered to have your blood present.
 
Some of your hemomancy techniques require your target to make a saving throw to resist the techniques' effects. The saving throw DC is calculated as follows:
 
Hemomancy Save DC = 8 + your Proficiency bonus + your Constitution Modifier

Created by

Adurnari.

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