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Hemomancer

Hemomancers are practitioners of hemomancy, often referred to as Blood Magic, sacrificing their own or occasionally others blood to preform feats of arcane power. It has often been said that the truest and most pure form of mana is that which has been etched into the very body of the caster. The more powerful the blood the more powerful the spell. Most users of hemomancy are of royal decent or from long lines of hemomancers, often passing their own blood from generation to generation. People of higher standing in the kingdom of Ruutal being among the finest hemomancers there are. Hemomancy can be used for many things from simple tricks to deadly spells to healing sacrifice the uses for blood magic have been many and yet according to most, not even past their infancy. Hemomancy has even been known to be used from kings to beasts as it's power has no single use or one strength. The strength of a hemomancer is similar to that of a bard, a jack of all trades though some master single forms such as healing or combat. Becoming a hemomancer is as simple as it would sound, you need only have the right blood.

Party Role

Hemomancers take no one specific role often though they can use their variety of skills to replace missing members. A hemomancer may delve into the art of blood healing to take the role of a common cleric or paladin. Or they may learn hard hitting high cost spells that work over range, on multiple targets, and even give bonuses to allies so they may replace sorcerers or wizards. Some hemomancers even use esoteric forms of blood magic which hide the user from sight allowing them to take the place of a rouge. When choosing to be a hemomancer make the choice to fill the part of your party which is left open and your friends will thank you.

Class Info


Hit Dice: D8
  Skill Ranks: 4 + intelligence modifier
LVL BAB Fort Ref Will Special
1 +0 +2 +0 +2 Blood Fortitude, Hemomancy
2 +1 +3 +0 +3 Blood Ritual +1, Bloodbinding
3 +2 +3 +1 +3
4 +3 +4 +1 +4
5 +3 +4 +1 +4
6 +4 +5 +2 +5 Blood Ritual +2
7 +5 +5 +2 +5
8 +6/+1 +7 +2 +6 Fortified +2
9 +6/+1 +7 +3 +6
10 +7/+2 +8 +3 +7 Blood Ritual +3, Improved Blood Ritual (Wounds and Vigor), Heritage Hemomancy
11 +8/+3 +8 +3 +7
12 +9/+4 +9 +4 +8
13 +9/+4 +9 +4 +8
14 +10/+5 +10 +4 +9 Blood Ritual +4
15 +11/+6/+1 +10 +5 +9
16 +12/+7/+2 +12 +5 +10 Fortified +4
17 +12/+7/+2 +12 +5 +10
18 +13/+8/+3 +13 +6 +11 Blood Ritual +5
19 +14/+9/+4 +13 +6 +11
20 +15/+10/+5 +14 +6 +12 Font of Red (regenration 4 Cold/Fire at all times)

Class Skills

Blood Fortitude

Through constant honing of their blood, hemomancers start with an extra 20 Vigor and 4 Wound Points at level one giving most hemomancers the ability to cast a few spells before running out of energy.

Hemomancy

Hemomancers are of course known for their ability to use their blood as a magical medium for casting. As such one of the most important feature of a hemomancer is their spellcasting. Hemomancers have similar access to spells as a wizard with a few extra abilities specific to them, using Constitution instead of Intelligence, with the limiting factor of not being able to use augments, not gaining cantrips, and requiring a blood sacrifice to cast their spells. When casting a spell, they will have a blood cost depending sometimes on spell level and sometimes on the spell itself, the hemomancer can either use Vigor Points or Wound Points. Typically the Vigor and Wound cost for spells based on level will follow this table:
Spell Level Blood Cost
1st 4Vp, 1Wp
2nd 8Vp, 2Wp
3rd 12Vp, 3Wp
4th 16Vp, 4Wp
5th 20Vp, 5Wp
6th 24Vp, 6Wp
7th 28Vp, 7Wp
8th 32Vp, 8Wp
9th 36Vp, 9Wp

Spells by Level

You gain a certain number of spells available to you in your spellbook at each level which can be increased by leveling up or scribing them from spellbooks and scrolls. Listed here are the spells known at each level:
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Lvl 1 2
Lvl 2 2
Lvl 3 3
Lvl 4 3 1
Lvl 5 4 2
Lvl 6 4 2 1
Lvl 7 5 3 2
Lvl 8 5 3 2 1
Lvl 9 5 4 3 2
Lvl 10 5 4 3 2 1
Lvl 11 5 5 4 3 2
Lvl 12 5 5 4 3 2 1
Lvl 13 5 5 5 4 3 2
Lvl 14 5 5 5 4 3 2 1
Lvl 15 5 5 5 4 4 3 2
Lvl 16 5 5 5 4 4 3 2 1
Lvl 17 5 5 5 4 4 3 3 2
Lvl 18 5 5 5 4 4 3 3 2 1
Lvl 19 5 5 5 4 4 3 3 3 2
Lvl 20 5 5 5 4 4 3 3 3 3

Bloodbinding

At level 2 a hemomancer gains the ability to augment other forms of magic with their own blood. At the cost of 10Vp or 2Wp you may slightly improve other Minor or Major forms of spellcasting including Sorcery, Emomancy, Enchantment, Alchemy, and Sympathomancy. This ability also allows you to teach a nomomancer your full true name if you wish to do so.
Spellcasting Type Effect
Sorcery Acts as a +1d6 or +2 DC Modifier and decreases the mana cost by 20
Emomancy Either activates personal emotional focus for 1 round or an emotional focus of choice (True Emomancy)
Enchantment Adds one round to currently active enchantment
Alchemy Acts as one dose of iron for allomancy
Sympathomancy Adds one level of connection to two items anointed with blood during a sympathetic association

Blood Ritual

At 2nd level and every 4 levels after you gain a ritual of your choice up to 5 at level 18. Rituals may be selected from the sample list or created with help from the DM (Know that typical Ritual rules have been replaced with occult ritual rules, these are one in the same and both work as the occult ritual rules dictate). When casting these rituals you can choose to reduce your health to 1Vp in order to lower the difficulty of the ritual. You may cast the ritual as normal, but when casting as a Blood Ritual you may reduce the DC for all skill checks by 2 for every 40Vp that you lose. If there is no required skill check for the ritual you may instead remove 10 minutes for every 20Vp you lose. At level 10 these bonuses can be increased to -4 skill check DC and -20 minutes of casting time by also taking 5 wound damage.

Fortitude

At level 8 a hemomancer gains a +2 to constitution and a +1 to fortitude save (Included in class saves table). This bonus increases to +4 Con and +2 Fort at level 16.

Heritage Hemomancy

At level 10 a hemomancer gains the abilities of their forefathers which grant a number of effects. Many ancient hemomancers have a specialized ritual and a specialized spell, when using a potent dose of ancient blood you may cast this ritual or spell for free though only those chosen by the previous owner of the blood. You may also choose a special spell and ritual which gain bonuses when cast by you. In the case of a ritual, the spell is always a blood ritual whether blood is spent or not. In the case of a spell, the spell is much stronger but requires more blood to cast. You may choose a new spell or ritual whenever you want only requiring 1 hour of time per level of spell or ritual to switch out, be warned though as this can only be done 3 times before you are stuck with the last spell and ritual chosen. Once a spell is decided the spell is transformed into a devastating form, different from the original and often costing wound points to cast. In this new form, if the spell is damaging it becomes immensely powerful often killing instantly, if the spell is buffing or debilitating the effects could be much greater or even become semi-permanent, if the spell is healing it often cures all wounds and even removes negative effects when cast. When making this choice also consider that with enough blood another hemomancer can use both your ritual and spell for free if you allow blood to go unused.

Font of Red

At level 20 you become a master of your own lifeblood and can bring more into being with sheer will. You gain permanent Regeneration 4 at all times with a weakness of Cold and Fire damage, allowing effectively infinite health and spellcasting only limited by the amount of time you have to regenerate and the elemental focuses of your enemies.

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