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Haemo-Concentrations

Blood is a Haemomancer's main tool, but truly gifted Haemomancers use it to stymie their opponents or use their opponents blood to perform their dark rites. Those Haemomancers successful enough not to have killed themselves after a while realize they can do some truly unique things with blood and whether that takes the form of manipulating blood in all its forms or making their blood weapons more potent, either is deadly and not to be trifled with.

 

For every Haemomancer, the control of blood is a skill, but for some it becomes an art form. Those with the tendency toward Haemo-kinesis find new ways to control, disrupt and generally frighten anyone with blood pumping through them.

 

 


Starting at 3rd level when you take this Haemo-Concentration, when you succeed on an attack roll with an attack with a piercing weapon either coated in or made out of your blood, you may deal 1d10 damage to yourself as a bonus action. If you choose to do this, the creature pierced with your blood takes 3d10 necrotic damage.





 


Beginning at 6th level you learn how to control the blood of others with some level of finesse. As an action, you can attempt to gain control of another being with blood (as ruled by the DM). They must succeed a Constitution saving throw or be controlled until released. Beings containing your blood will roll with disadvantage. You cannot control beings one or more size classes higher than yourself. You control them until they either succeed in a save or you lose concentration. The target makes a new saving throw at the end of each of its turns. While the creature 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 target. Until the end of your next turn, the creature takes only 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 to use a reaction, but this requires you use your own reaction as well. You lose control if the creature goes beyond 60 feet away from you.





 


At 11th level, you are able to control the blood of willing creatures in order to assist them in a physical task. When helping allies on a Strength, Dexterity, or Constitution roll, they roll with Advantage and your Proficiency bonus added to the roll. This can vary from helping an ally clear a jump to making them swing an axe harder, but cannot be used for non-physical tasks, such as those that require an Intelligence, Wisdom, or Charisma roll. This can be done from a distance up to 60ft. This takes as much time as the "Help" action, during combat.





 


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 equal to your Constitution modifier, with a minimum of 1. You regain your uses after a long rest.





 


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 another being with blood (as ruled by the DM) of one size class larger than you or smaller, they are considered to be under the effects of Blood Bending, until they succeed on a Constitution saving throw of your Haemomancy save DC + 2 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, though in this case the one without your blood rolls against your typical Haemomancy save DC. The creature(s) make(s) a new Constitution saving throw at the end of each turn. 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. You may only forcibly terminate this effect and cause the associated damage a number of times equal to your Constitution Modifier, with a minimum of 1.






 

To a Vigor Vampire, you are graced with not only the ability to gain life itself from your opponents, but to take the very essence of who they are and make it your own. This skill is seen as evil by many, but to those who use it, it can be intoxicating.

 

 


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 2 hp up to your maximum. This increases to 4hp at level 6. If you score a critical hit against a living organism, you may regain half of the damage dealt (rounded up) as health.





 


Beginning at 6th 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 10 minutes draining it's life force. You gain Hit Points up to one-fourth (rounded up) the creature's maximum Hit Points.





 


At 11th level, you gain the ability to drain from a short distance. You can rip blood from an enemy with blood (as ruled by the DM) and siphon it into your own pool. At a range of 20 or lower, make a ranged spell attack with Constitution as your modifier. On a successful hit, the enemy takes 2d10 necrotic damage. This damage becomes 3d10 at level 15 and 4d10 at level 18.





 


At 14th level, you gain the ability to drain the very abilities of your opponents. If you spend an hour of concentration transfusing blood between yourself and another creature, you can take 1 point from a physical ability score of theirs (Strength, Constitution, Dexterity) and add it to your own. You can do this for only 10 minutes as well, as a result you can gain 2 points in any one score, but the ability fades away in 1d4 hours. In either capacity, this can only be done once per day.





 


After 17th level, you have truly remade yourself in the vampire's image. Half of any necrotic damage you deal to others is added to your health (in addition to any it may add itself). You also regain 5 HP at the beginning of every turn as long as you have at least 1 Hit point and are equal to or below half your total hit points.







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Adurnari.

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