Print

Choose your preferred print settings and click the "Save as Image" button to save the content as an image. Alternatively you can use the browser's print functionality to print the content as a PDF.

You can use the global controls, or the controls for each item.

NB! This works best in Chrome.

Global controls

background image

Hemomancer

Homebrew Class for D&D 5e


Armor Restriction#

1st-level Hemomancer feature.Hemomancers channel their power through the unobstructed flow of their own blood. They need to move freely to perform blood casting and use hemorrhage dice. Armor restricts movement and disrupts the connection to their blood. Therefore, hemomancers cannot use these features while wearing armor.

Blood casting#

1st-level Hemomancer feature.You gain the ability to cast spells. You are a full-caster, using the Hemomancer spell list (see the table below). As a Hemomancer, you draw upon your own life force to cast spells. When you cast a spell, you take damage equal to four times the spell’s level. This damage cannot be reduced by any means, but it does not require you to make concentration checks if you are concentrating on a spell.
Spell Slots
Hemomancers tap into their own life force to fuel their spells. They don't rely on spell slots to cast spells. Instead, they draw power from their own life force. You can cast spells as long as you have enough hit points available. However, there's a limit to the strain you can place on your body. You can only cast one spell of 6th, 7th, 8th, and 9th level each per long rest.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the Hemomancer spell list. The Spells Known column of the Hemomancer table shows when you learn more spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st, 2nd or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from the Hemomancer spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Constitution is your spellcasting ability for your Hemomancer spells, since your magic draws on your own life force. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for an Hemomancer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Constitution modifier
Spell attack modifier = your proficiency bonus + your Constitution modifier

Hemomancer Spell List#

1st-level Hemomancer feature.As a Hemomancer you get access to the following spells:
Spell LevelOfficial SpellsHomebrew Spells
CantripAcid Splash (conjuration)
Level: 0
Casting Time: 1 action
Concentration: No
Ritual: No

1 or 2 creatures within 5 feet must succeed on a Dex. save or take 1d6 acid damage (damage/lvl).

View on dndbeyond.com
, Chill Touch (necromancy)
Level: 0
Casting Time: 1 action
Concentration: No
Ritual: No

If the spell attack hits, deals 1d8 necrotic damage (damage/lvl) and the target can't regain hp immediately.

View on dndbeyond.com
, Infestation (conjuration)
Level: 0
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on a Con. save or take 1d6 poison damage and move 5 ft in a random direction (damage/lvl).

View on dndbeyond.com
, Mage Hand (conjuration)
Level: 0
Casting Time: 1 action
Concentration: No
Ritual: No

Create a spectral hand that can in a 30-ft radius manipulate an object, open a door, stow an item, etc.

View on dndbeyond.com
, Mind Sliver (enchantment)
Level: 0
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on an Int. save or take 1d6 psychic damage and substract -1d4 on it's next saving throw (damage/lvl).

View on dndbeyond.com
, Prestidigitation (transmutation)
Level: 0
Casting Time: 1 action
Concentration: No
Ritual: No

Minor magical trick (sensory effect, light a torch, clean an object, warm, make a symbol appear, create a trinket, etc).

View on dndbeyond.com
, Shape Water (transmutation)
Level: 0
Casting Time: 1 action
Concentration: No
Ritual: No

Control water to obtain various minor effects such as changing color, freezing, changing the flow, etc.

View on dndbeyond.com
, Spare the Dying (necromancy)
Level: 0
Casting Time: 1 action
Concentration: No
Ritual: No

1 living creature with 0 hit points becomes stable.

View on dndbeyond.com
, Thaumaturgy (transmutation)
Level: 0
Casting Time: 1 action
Concentration: No
Ritual: No

Create various minor effects to impress or distract creatures.

View on dndbeyond.com
, Thorn Whip (transmutation)
Level: 0
Casting Time: 1 action
Concentration: No
Ritual: No

If the attack hits, deals 1d6 piercing damage and pull the target (Larger or smaller) up to 10 ft (damage/lvl).

View on dndbeyond.com
and Toll the Dead (necromancy)
Level: 0
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on a Wis. save or take 1d8 or 1d12 necrotic damage (damage/lvl).

View on dndbeyond.com
-
1stArmor of Agathys (abjuration)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

The caster gains 5 temporary hp and creatures who hits him with a melee attack take 5 cold damage (+5 hp and damage/lvl).

View on dndbeyond.com
, Bane (enchantment)
Level: 1
Casting Time: 1 action
Concentration: Yes
Ritual: No

Up to 3 targets must succeed on a Cha. save or subtract 1d4 from their attack roll or saving throw (+1 creature/lvl).

View on dndbeyond.com
, Bless (enchantment)
Level: 1
Casting Time: 1 action
Concentration: Yes
Ritual: No

Up to 3 targets can add 1d4 to their attack roll or saving throw (+1 creature/lvl).

View on dndbeyond.com
, Cause Fear (necromancy)
Level: 1
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Wis. save or becomes frightened (nbr of targets/lvl).

View on dndbeyond.com
, Command (enchantment)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on a Wis. save or follow your order as Approach, Drop, Flee, Fall, Halt, etc (+1 creature/lvl).

View on dndbeyond.com
, Create or Destroy Water (transmutation)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

Create or destroy up to 10 gallons of water (+10 gallons/lvl).

View on dndbeyond.com
, Detect Evil and Good (divination)
Level: 1
Casting Time: 1 action
Concentration: Yes
Ritual: No

The caster senses and locates aberration, celestial, elemental, fey, fiend, or undead within 30 ft.

View on dndbeyond.com
, Detect Magic (divination)
Level: 1
Casting Time: 1 action
Concentration: Yes
Ritual: Yes

The caster senses the presence of magic in a 30-ft radius and learns its school of magic.

View on dndbeyond.com
, False Life (necromancy)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

The caster gains 1d4+4 temporary hit points (+5 hp/lvl).

View on dndbeyond.com
, Fog Cloud (conjuration)
Level: 1
Casting Time: 1 action
Concentration: Yes
Ritual: No

Makes an area heavily obscured in a 20-ft-radius sphere (+20 ft/lvl).

View on dndbeyond.com
, Heroism (enchantment)
Level: 1
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target is immune to being frightened and gains temporary hp equal to its Ability.Mod each turns (+1 creature/lvl).

View on dndbeyond.com
, Inflict Wounds (necromancy)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

If the spell attack hits, deals 3d10 necrotic damage (damage/lvl).

View on dndbeyond.com
, Purify Food and Drink (transmutation)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: Yes

Purified and rendered free of poison and disease nonmagical food and drink in a 5-ft-radius sphere.

View on dndbeyond.com
, Ray of Sickness (necromancy)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

If the attack hits, deals 2d8 poison damage (damage/lvl) and the target can be poisoned (Con. save).

View on dndbeyond.com
, Searing Smite (evocation)
Level: 1
Casting Time: 1 bonus action
Concentration: Yes
Ritual: No

If the attack hits, deals an extra 1d6 fire damage and ignite the target (damage/lvl).

View on dndbeyond.com
, Tasha's Caustic Brew (evocation)
Level: 1
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 30 ft long 5 ft wide line must succeed on a Dex. save or take 2d4 acid damage each turn (+2d4/lvl).

View on dndbeyond.com
, Unseen Servant (conjuration)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: Yes

Create an invisible servant who performs simple tasks (bring something back, clean up, maintain a fire, serve at table, etc).

View on dndbeyond.com
, Wrathful Smite (evocation)
Level: 1
Casting Time: 1 bonus action
Concentration: Yes
Ritual: No

If the attack hits, deals an extra 1d6 psychic damage and the target must succeed on a Wis. save or be frightened.

View on dndbeyond.com
Blood Bolt (evocation)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

If the spell attack hits, deals 1d10 piercing damage + Dex. save or 1d6 acid damage (damage/lvl) and -1 AC to enemies within 5 ft

View on spell details on timmmi.com
2ndAcid Arrow (evocation)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: No

If the spell attack hits, deals 4d4 acid damage, then 2d4 acid damage on the next round (damage/lvl).

View on dndbeyond.com
, Aid (abjuration)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: No

Up to 3 creatures increase their hp maximum and current hp by 5 (+5 hp/lvl).

View on dndbeyond.com
, Alter Self (transmutation)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

Give a new form depending on the chosen option (Aquatic Adaptation, Change Appearance, or Natural Weapons).

View on dndbeyond.com
, Augury (divination)
Level: 2
Casting Time: 1 minute
Concentration: No
Ritual: Yes

The caster obtains an omen about the result of an action within the next 30 min (weal, woe, both or nothing).

View on dndbeyond.com
, Blindness/Deafness (necromancy)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on a Con. save or become blinded or deafened (+1 creature/lvl).

View on dndbeyond.com
, Branding Smite (evocation)
Level: 2
Casting Time: 1 bonus action
Concentration: Yes
Ritual: No

If a weapon attack hits, deals an extra 2d6 radiant damage and the target sheds dim light in 5-ft radius (damage/lvl).

View on dndbeyond.com
, Cloud of Daggers (conjuration)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 5-ft cube take automatically 4d4 slashing damage (damage/lvl).

View on dndbeyond.com
, Crown of Madness (enchantment)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Wis. save or be charmed. It then can attack a target designated by the caster.

View on dndbeyond.com
, Darkness (evocation)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

Fill a 15-ft-radius sphere of magical darkness.

View on dndbeyond.com
, Enhance Ability (transmutation)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target gains advantage on ability checks for one predefined ability, and other bonuses in such cases (+1 creature/lvl).

View on dndbeyond.com
, Enthrall (enchantment)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: No

Targets must succeed on a Wis. save or have disadvantage on Wisdom (Perception) checks to perceive others creatures.

View on dndbeyond.com
, Flame Blade (evocation)
Level: 2
Casting Time: 1 bonus action
Concentration: Yes
Ritual: No

If the spell attack hits, deals 3d6 fire damage (damage/lvl). Shed bright light in 10 ft and dim light in additional 10 ft.

View on dndbeyond.com
, Gentle Repose (necromancy)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: Yes

Protect a corpse from decay or to become undead.

View on dndbeyond.com
, Hold Person (enchantment)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Wis. save or be paralyzed (+1 creature/lvl).

View on dndbeyond.com
, Lesser Restoration (abjuration)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: No

End one disease or one condition (blinded, deafened, paralyzed, or poisoned) on 1 creature.

View on dndbeyond.com
, Locate Object (divination)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

The caster senses the direction to the location of an objet you are familiar with, within a 1000 ft radius.

View on dndbeyond.com
, Mind Spike (divination)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Wis. save or take 3d8 psychic damage (damage/lvl).

View on dndbeyond.com
, Mirror Image (illusion)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: No

Create 3 illusory duplicates of the caster, each of them having a AC equal to 10 + Dex.Mod and being destroyed if they are hit.

View on dndbeyond.com
, Misty Step (conjuration)
Level: 2
Casting Time: 1 bonus action
Concentration: No
Ritual: No

The caster is teleported up to 30 feet.

View on dndbeyond.com
, Protection from Poison (abjuration)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: No

Neutralize 1 poison in one creature, give advantage on saving throws againt being poisoned, and resistance to poison damage.

View on dndbeyond.com
, Ray of Enfeeblement (necromancy)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

If the spell attack hits, the target deals only half damage with a weapon attack that use Strength (Con. save).

View on dndbeyond.com
, Spike Growth (transmutation)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 20-ft radius (difficult terrain) take 2d4 piercing damage for every 5 ft of movement.

View on dndbeyond.com
, Spiritual Weapon (evocation)
Level: 2
Casting Time: 1 bonus action
Concentration: No
Ritual: No

If the spell attack hits, deals 1d8+Ability.Mod force damage (damage/lvl). A bonus action allows another attack.

View on dndbeyond.com
, Warding Bond (abjuration)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: No

The target gains +1 on AC, +1 on saving throws and resistance to all damage, but the caster shares damage.

View on dndbeyond.com
, Web (conjuration)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

Create a 20-ft cube filled by thick, sticky webs (difficult terrain) that can restrain creature (Dex. save).

View on dndbeyond.com
, Wither and Bloom (necromancy)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: No

You invoke life and death in a 10-foot-radius sphere centered on a point within range. Enemies take 2d6 necrotic damage and one ally can roll a hit dice to regain hp

View on dndbeyond.com
and Zone of Truth (enchantment)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures within a 15-ft-radius sphere must succeed on a Cha. save or can not lie.

View on dndbeyond.com
-
3rdAntagonize (enchantment)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

You antagonize a creature, forcing them to make a Wisdom saving throw. On a fail the take 4d4 psychic damage and must use their reaction to make a melee attack against a creature within range. On a success they take half damage and are not forced to attack.

View on dndbeyond.com
, Bestow Curse (necromancy)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Wis. save or suffer an effect as a disadvantage to a check or lose an action (duration/lvl).

View on dndbeyond.com
, Blinding Smite (evocation)
Level: 3
Casting Time: 1 bonus action
Concentration: Yes
Ritual: No

If the attack hits, deals an extra 3d8 radiant damage and the target must succeed on a Con. save or be blinded.

View on dndbeyond.com
, Clairvoyance (divination)
Level: 3
Casting Time: 10 minutes
Concentration: Yes
Ritual: No

Create an invisible sensor in a familiar location within 1 mile, allowing to see or to hear (to choose, can switch).

View on dndbeyond.com
, Counterspell (abjuration)
Level: 3
Casting Time: 1 reaction
Concentration: No
Ritual: No

In reaction, fail a spell of 3rd level or lower. Ability check if the spell is 4th level or higher (threshold/lvl).

View on dndbeyond.com
, Dispel Magic (abjuration)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

End spells of 3rd level 3 or lower on a target. Ability check for each spell of 4th level or higher (threshold/lvl).

View on dndbeyond.com
, Elemental Weapon (transmutation)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

A weapon becomes magical with a +1 bonus to attack rolls and deal an extra 1d4 damage of a chosen type (bonus/lvl).

View on dndbeyond.com
, Fear (illusion)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 30-ft cone must succeed on a Wis. save or drop whatever they are holding, become frightened and move away.

View on dndbeyond.com
, Feign Death (necromancy)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: Yes

The willing target appears dead to all outward inspection.

View on dndbeyond.com
, Fly (transmutation)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target gets a flying speed of 60 ft (+1 creature/lvl).

View on dndbeyond.com
, Gaseous Form (transmutation)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target turns into a cloud, gets a flying speed of 10 ft, and can pass through small holes.

View on dndbeyond.com
, Haste (transmutation)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

Target's speed is doubled. It also gains a +2 bonus to AC, advantage to Dex. saves and 1 additional action.

View on dndbeyond.com
, Life Transference (necromancy)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

The caster takes 4d8 necrotic damage and another creature gains twice the amount (+1d8 hp/lvl).

View on dndbeyond.com
, Motivational Speech (enchantment)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

You give a rousing speech that inspires up to five creatures of your choice within range. Each creature gains 5 temporary hit points and advantage on Wisdom saving throws.

View on dndbeyond.com
, Nondetection (abjuration)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

Protect a creature or an object from any divination magic or magical scrying.

View on dndbeyond.com
, Remove Curse (abjuration)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

End all curses affecting one creature or object.

View on dndbeyond.com
, Revivify (necromancy)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

Take back to 1 hp a creature that has died within the last minute (except of old age).

View on dndbeyond.com
, Sending (evocation)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

Send a 25-words message to a creature you are familiar with, regardless of the distance or the plan. It can answer it.

View on dndbeyond.com
, Slow (transmutation)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

Up to 6 targets must succeed on a Wis. save, or have their speed and actions reduced and -2 to AC and Dex. saves.

View on dndbeyond.com
, Spirit Shroud (necromancy)
Level: 3
Casting Time: 1 bonus action
Concentration: Yes
Ritual: No

If the attack hits, deals an extra 1d8 radiant, necrotic, or cold damage. Target can't regain hp this turn (damage/lvl).

View on dndbeyond.com
, Vampiric Touch (necromancy)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

If the spell attack hits, deals 3d6 necrotic damage (damage/lvl) and the caster regains 50% of this damage.

View on dndbeyond.com
and Water Breathing (transmutation)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: Yes

Up to 10 creatures gets the ability to breathe underwater.

View on dndbeyond.com
Boil Blood (necromancy)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

Target a living create who must make a con save or take 4d6 necrotic damage (damage/lvl) and disadvantage on attacks and ability checks. Half damage on success.

View on spell details on timmmi.com
and Shared Suffering (necromancy)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

Target must make a con save or be vulnerable to all damage. You take half the damage that the target takes.

View on spell details on timmmi.com
4thAura of Life (abjuration)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 30-ft radius gain resistance to necrotic damage and regain 1 hp when at 0 hp.

View on dndbeyond.com
, Aura of Purity (abjuration)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 30-ft radius can not become diseased, gain resistance to poison, and get advantage to various saving throws.

View on dndbeyond.com
, Blight (necromancy)
Level: 4
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on a Con. save or take 8d8 necrotic damage (damage/lvl).

View on dndbeyond.com
, Compulsion (enchantment)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

Targets within 30 ft must succeed on a Wis. save or move in a specified direction.

View on dndbeyond.com
, Control Water (transmutation)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

Control the water in a 100-ft cube (cause a flood, part the water, redirect the flow, create a whirlpool).

View on dndbeyond.com
, Divination (divination)
Level: 4
Casting Time: 1 action
Concentration: No
Ritual: Yes

The caster gets a truthful reply to 1 question about an event to occur within 7 days.

View on dndbeyond.com
, Elemental Bane (transmutation)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Con. save or suffer an extra 2d6 damage of a specific type (+1 target/lvl).

View on dndbeyond.com
, Freedom of Movement (abjuration)
Level: 4
Casting Time: 1 action
Concentration: No
Ritual: No

Target's movement is unaffected by difficult terrain, spells or water.

View on dndbeyond.com
, Greater Invisibility (illusion)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target becomes invisible for 1 minute.

View on dndbeyond.com
, Locate Creature (divination)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

The caster senses the direction in which a familiar creature is within a 1000-ft radius.

View on dndbeyond.com
, Polymorph (transmutation)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

Transform a target into a new beast form whose CR/level is equal to or less than the target's CR/level.

View on dndbeyond.com
, Raulothim's Psychic Lance (enchantment)
Level: 4
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on a Int. save or take 7d6 psychic damage and be incapacitated (damage/lvl).

View on dndbeyond.com
, Shadow of Moil (necromancy)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

Tha caster gains resistance to radiant damage and deals 2d8 necrotic damage to creatures that hit him with an attack.

View on dndbeyond.com
, Sickening Radiance (evocation)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 30-ft radius must succeed on a Con. save or take 4d10 radiant damage and one level of exhaustion.

View on dndbeyond.com
, Spirit of Death (necromancy)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

You summon a spirit of death to aid you in battle. The spirit obeys your commands and can last for up to 1 hour.

View on dndbeyond.com
, Staggering Smite (evocation)
Level: 4
Casting Time: 1 bonus action
Concentration: Yes
Ritual: No

If the attack hits, deals an extra 4d6 pyschic damage and the target must succeed on a Wis. save or have a disadvantage.

View on dndbeyond.com
, Vitriolic Sphere (evocation)
Level: 4
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures within 20-ft must succeed on a Dex. save or take 10d4 acid damage (damage/lvl) then 5d4 acid damage on its turn.

View on dndbeyond.com
and Watery Sphere (conjuration)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

Up to 4 Medium creatures or 1 Large creature in a 10-ft radius must succeed on a Str. save or be restrained.

View on dndbeyond.com
-
5thAntilife Shell (abjuration)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

Prevent creatures other than undead and constructs from entering in a 10-ft radius.

View on dndbeyond.com
, Circle of Power (abjuration)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

Friendly creatures in a 30-ft radius have advantage on saving throws against spells and other magicial effects.

View on dndbeyond.com
, Commune (divination)
Level: 5
Casting Time: 1 minute
Concentration: No
Ritual: Yes

Allow to obtain from a divine entity the answers (yes or no) to 3 questions.

View on dndbeyond.com
, Contagion (necromancy)
Level: 5
Casting Time: 1 action
Concentration: No
Ritual: No

If the spell attack hits, target is afflicted with a disease to choose from 6 proposed.

View on dndbeyond.com
, Destructive Wave (evocation)
Level: 5
Casting Time: 1 action
Concentration: No
Ritual: No

Targets in a 30-ft radius must succeed on a Con. save or take 5d6 thunder damage and 5d6 radiant or necrotic damage.

View on dndbeyond.com
, Dominate Person (enchantment)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

One humanoid must succeed on a Wis. save or be charmed and obey the caster (duration/lvl).

View on dndbeyond.com
, Enervation (necromancy)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Dex. save or take 4d8 necrotic damage each turn (+1d8/lvl).

View on dndbeyond.com
, Geas (enchantment)
Level: 5
Casting Time: 1 minute
Concentration: No
Ritual: No

The target must succeed on a Wis. save or be charmed and take 5d10 psychic if it doesn't obey (duration/lvl).

View on dndbeyond.com
, Greater Restoration (abjuration)
Level: 5
Casting Time: 1 action
Concentration: No
Ritual: No

End one condition (charmed or petrified), one curse, any ability scores or hp reduction, or one exhaustion level.

View on dndbeyond.com
, Hallow (evocation)
Level: 5
Casting Time: 24 hours
Concentration: No
Ritual: No

Prevent celestials, elementals, fey, fiends, and undead to enter a 60-ft-radius area and protect/handicap the targets.

View on dndbeyond.com
, Hold Monster (enchantment)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

Target must succeed on a Wis. save or be paralyzed (+1 creature/lvl).

View on dndbeyond.com
, Immolation (evocation)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target within 90 ft must succeed on a Dex. save or take 8d6 fire damage and 4d6 fire damage thereafter.

View on dndbeyond.com
, Modify Memory (enchantment)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Wis. save or be charmed and its memory altered (seniority of memories/lvl).

View on dndbeyond.com
, Negative Energy Flood (necromancy)
Level: 5
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on a Con. save or take 5d12 necrotic damage. Killed that way, the target rises as a zombi.

View on dndbeyond.com
, Reincarnate (transmutation)
Level: 5
Casting Time: 1 hour
Concentration: No
Ritual: No

Reincarnate the soul of an humanoid died for no longer than 10 days. The race of the new body is determined at random.

View on dndbeyond.com
, Scrying (divination)
Level: 5
Casting Time: 10 minutes
Concentration: Yes
Ritual: No

Allow you to see and hear a specific creature (can also target a location) on the same plane (Wis. save).

View on dndbeyond.com
, Skill Empowerment (transmutation)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target doubles its proficiency bonus for one skill.

View on dndbeyond.com
, Steel Wind Strike (conjuration)
Level: 5
Casting Time: 1 action
Concentration: No
Ritual: No

If the spell attack hits, deals 6d10 force damage to 5 creatures, then the caster teleports.

View on dndbeyond.com
, and Teleportation Circle (conjuration)
Level: 5
Casting Time: 1 minute
Concentration: No
Ritual: No

Create a circle that allows anyone to be teleported to another teleportation circle known to the caster.

View on dndbeyond.com
Sepsis (necromancy)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

Target must make a con save or take 8d6 poison damage (damage/lvl) and a level of exhaustion at the start of each of its turns. Half damage on success.

View on dndbeyond.com
6thBlade Barrier (evocation)
Level: 6
Casting Time: 1 action
Concentration: Yes
Ritual: No

Create a 100 x 20 x 5 ft wall that provides three-quarters cover and can inflict 6d10 slashing damage if passed through.

View on dndbeyond.com
, Circle of Death (necromancy)
Level: 6
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 60-ft-radius sphere must succeed on a Con. save or take 8d6 necrotic damage (damage/lvl).

View on dndbeyond.com
, Contingency (evocation)
Level: 6
Casting Time: 10 minutes
Concentration: No
Ritual: No

Condition the activation of a 5th level spell or lower that can target the caster.

View on dndbeyond.com
, Eyebite (necromancy)
Level: 6
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target in a 60-ft radius must succeed on a Wis. save or take on a the following "effects": asleep, panicked or sickened.

View on dndbeyond.com
, Flesh to Stone (transmutation)
Level: 6
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target within 60 ft must succeed on a Con. save or be restrained, or petrified after 3 failures.

View on dndbeyond.com
, Forbiddance (abjuration)
Level: 6
Casting Time: 10 minutes
Concentration: No
Ritual: Yes

Prevent teleporting to the protected area and inflicts 5d10 radiant or necrotic damage to some type of creatures.

View on dndbeyond.com
, Globe of Invulnerability (abjuration)
Level: 6
Casting Time: 1 action
Concentration: Yes
Ritual: No

Block 5th level spells or lower within a 10-ft radius (threshold/lvl).

View on dndbeyond.com
, Harm (necromancy)
Level: 6
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on a Con. save or take 14d6 necrotic damage. The spell can't kill it however.

View on dndbeyond.com
, Magic Jar (necromancy)
Level: 6
Casting Time: 1 minute
Concentration: No
Ritual: No

The caster projects his soul into an urn and then returns to his body or possesses a humanoid body.

View on dndbeyond.com
, Mental Prison (illusion)
Level: 6
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on an Int. save or take 5d10 psychic damage and believe to be surrounded by fire or other hazard.

View on dndbeyond.com
, Soul Cage (necromancy)
Level: 6
Casting Time: 1 reaction
Concentration: No
Ritual: No

Snatch a soul to regain hp, ask it a question, get advantage to a roll, or see a place it saw in life.

View on dndbeyond.com
, True Seeing (divination)
Level: 6
Casting Time: 1 action
Concentration: No
Ritual: No

The target gets truesight, sees magic secret doors and in the Ethereal Plane.

View on dndbeyond.com
, Wall of Thorns (conjuration)
Level: 6
Casting Time: 1 action
Concentration: Yes
Ritual: No

Create an 60-ft-long, 10-ft-high, 5-ft-thick wall of brush that slows movement and can inflict 7d8 piercing damage (damage/lvl).

View on dndbeyond.com
and Wind Walk (transmutation)
Level: 6
Casting Time: 1 minute
Concentration: No
Ritual: No

The caster and up to 10 creatures assume gaseous form (flying speed of 300 ft and resistance to damage from nonmagical weapon).

View on dndbeyond.com
-
7thEtherealness (transmutation)
Level: 7
Casting Time: 1 action
Concentration: No
Ritual: No

The caster is projected into the Ethereal Plane (nbr of creatures/lvl).

View on dndbeyond.com
, Finger of Death (necromancy)
Level: 7
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on a Con. save or take 7d8+30 necrotic damage. If killed, becomes a zombie under the caster command.

View on dndbeyond.com
, Plane Shift (conjuration)
Level: 7
Casting Time: 1 action
Concentration: No
Ritual: No

The caster and up to 8 creatures are transported to another plane of existence, or a creature is banished (Cha. save).

View on dndbeyond.com
, Power Word Pain (enchantment)
Level: 7
Casting Time: 1 action
Concentration: No
Ritual: No

The target (100 hp max) has its speed reduced to 10 ft, disadvantage to d20 rolls and has to make a Con. save to cast spells.

View on dndbeyond.com
, Resurrection (necromancy)
Level: 7
Casting Time: 1 hour
Concentration: No
Ritual: No

Take back to life (all hp) a creature died for no longer than 100 years (except of old age). Restore any missing body parts.

View on dndbeyond.com
, Sequester (transmutation)
Level: 7
Casting Time: 1 action
Concentration: No
Ritual: No

Protect a willing creature (who becomes invisible and unconscious) or an object from divination spells.

View on dndbeyond.com
and Teleport (conjuration)
Level: 7
Casting Time: 1 action
Concentration: No
Ritual: No

The caster and 8 creatures are teleported anywhere on the same plane. Risk of failure depending on the destination familiarity.

View on dndbeyond.com
-
8thAbi-Dalzim's Horrid Wilting (necromancy)
Level: 8
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 30-foot cube must succeed on a Con. save or take 12d8 necrotic damage. Plants wither and die.

View on dndbeyond.com
, Antimagic Field (abjuration)
Level: 8
Casting Time: 1 action
Concentration: Yes
Ritual: No

Create a 10-ft-radius sphere in which spells and magic items no longer work.

View on dndbeyond.com
, Dominate Monster (enchantment)
Level: 8
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Wis. save or be charmed and obey the caster (duration/lvl).

View on dndbeyond.com
, Feeblemind (enchantment)
Level: 8
Casting Time: 1 action
Concentration: No
Ritual: No

The target take 4d6 psychic damage and must succeed on an Int. save or his Charisma and Intelligence scores become 1.

View on dndbeyond.com
, Mind Blank (abjuration)
Level: 8
Casting Time: 1 action
Concentration: No
Ritual: No

The target is immune to psychic damage, reading thoughts, divination spells, and the charmed condition.

View on dndbeyond.com
, Power Word Stun (enchantment)
Level: 8
Casting Time: 1 action
Concentration: No
Ritual: No

The target (150 hp or fewer) is stunned until it succeeds on a Con. save.

View on dndbeyond.com
and Telepathy (evocation)
Level: 8
Casting Time: 1 action
Concentration: No
Ritual: No

Comunicate via telepathy with a known and willing creature on the same plane of existence.

View on dndbeyond.com
-
9thBlade of Disaster (conjuration)
Level: 9
Casting Time: 1 bonus action
Concentration: Yes
Ritual: No

Make two melee spell attacks and deals 4d12 force damage. Critical hit (18-20) deals 12d12. +2 attacks as bonus action.

View on dndbeyond.com
, Foresight (divination)
Level: 9
Casting Time: 1 minute
Concentration: No
Ritual: No

1 creature sees its near future, can not be surprised and has advantage on his rolls. Attacks against it have disadvantage.

View on dndbeyond.com
, Imprisonment (abjuration)
Level: 9
Casting Time: 1 minute
Concentration: No
Ritual: No

The target within 30 ft must succeed on a Wis. save or be held prisoner. The form is to choose from 6 options.

View on dndbeyond.com
, Invulnerability (abjuration)
Level: 9
Casting Time: 1 action
Concentration: Yes
Ritual: No

The caster gains immunity to all damage.

View on dndbeyond.com
, Power Word Heal (evocation)
Level: 9
Casting Time: 1 action
Concentration: No
Ritual: No

The target regains all its hp and charmed, frightened, paralyzed, and stunned conditions end.

View on dndbeyond.com
, Power Word Kill (enchantment)
Level: 9
Casting Time: 1 action
Concentration: No
Ritual: No

The target (100 hp or fewer) dies!

View on dndbeyond.com
, Psychic Scream (enchantment)
Level: 9
Casting Time: 1 action
Concentration: No
Ritual: No

Up to 10 creatures must succeed on an Int. save or take 14d6 psychic damage.

View on dndbeyond.com
, True Resurrection (necromancy)
Level: 9
Casting Time: 1 hour
Concentration: No
Ritual: No

Take back to life (all hp) a creature died for no longer than 200 years (except of old age), even without the original body.

View on dndbeyond.com
and Wish (conjuration)
Level: 9
Casting Time: 1 action
Concentration: No
Ritual: No

Duplicate a 8th level spell or lower without components, or create another effect at the DMs discretion.

View on dndbeyond.com
Hemorrhagic Annihilation (necromancy)
Level: 9
Casting Time: 1 action
Concentration: No
Ritual: No

Ranged spell attack against a creature, dealing 20d10 on a hit. If the target is a living creature you gain half of damage dealt as temp hp.

View on spell details on timmmi.com

Hemorrhage Dice#

2nd-level Hemomancer feature.You possess a pool of hemorrhage dice that fuel your arcane and martial prowess and bolster your resilience. You gain a number of hemorrhage dice equal to half your hemomancer level (rounded up). You regain all spent hemorrhage dice during a short rest.
These dice start as a d4 at 2nd level and increase in size: d6 at 5th, d8 at 9th, d10 at 13th, and d12 at 17th level.
Hemorrhage Strike (Bonus Action): As a bonus action, you can expend one hemorrhage die to add its roll to the damage of your next attack. You gain temporary hit points equal to the amount rolled on the hemorrhage dice.
Vital Ward (Reaction): When you take damage, you can use your reaction to expend one hemorrhage die and reduce the damage you take by an amount equal to the die roll + your Constitution modifier.

Subclass#

3rd-level Hemomancer feature.Choose your subclass. Your control of hemomancy allows you to specialize, and you have the ability to choose your path as a Blood Knight or a Sanguine Mage. As a Blood Knight you are a fierce martial fighter, utilizing your large health pool as well as healing and draining magic to keep yourself alive despite your lack of armor. As a Sanguine Mage you are a powerful arcane caster, dancing a fine line between life and death as you drain your own life force to lay waste to your enemies. Lifeweavers possess the unique ability to sacrifice their own life force to heal others.
Choose either Blood Knight, Sanguine Mage or Lifeweaver as your subclass.

Ability Score Increase#

4th-level Hemomancer feature.When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your 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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Overhealing#

5th-level Hemomancer feature.You gain the ability to convert excess healing into temporary hit points. Whenever you are healed for an amount that would bring you above your maximum hit points, you gain temporary hit points equal to the amount that would have exceeded your maximum hit points.
Alternatively, you can choose to only gain temporary hit points instead of being healed. If you do so you gain temporary hit points equal to the maximum number of hit points possible from any healing.

Transfusion#

6th-level Hemomancer feature.You can extract blood from a living creature or a creature who was slain within the last hour and isolate one of their senses, proficiencies or languages. This process takes 10 minutes. When the process is completed you can consume the blood as an action or store it in a vial. In a vial, the blood is magically perserved and can be consumed by you within 30 days of extraction.
As an action you can consume the blood to gain the sense, proficiency or language stored in the vial. The effect lasts for 24 hours. You can only have one such effect active at a time.

Blood tracking#

7th-level Hemomancer feature.If you possess a vial of blood from a creature, you always know the distance and general direction to the creature as long as you are on the same plane of existence.
As an action you can consume the blood to cast Scrying (divination)
Level: 5
Casting Time: 10 minutes
Concentration: Yes
Ritual: No

Allow you to see and hear a specific creature (can also target a location) on the same plane (Wis. save).

View on dndbeyond.com
on the creature. The creature automatically fails it's saving throw when you cast Scrying (divination)
Level: 5
Casting Time: 10 minutes
Concentration: Yes
Ritual: No

Allow you to see and hear a specific creature (can also target a location) on the same plane (Wis. save).

View on dndbeyond.com
in this way.

Hemotoxic Retaliation#

9th-level Hemomancer feature.Being poisoned is an unpleasant experience, and as a Hemomancer, you’re acutely aware of its effects and the very essence of your blood magic reacts. When you are poisoned the following additional effects apply:
  • You have disadvantage on all Saving Throws.
  • When you attack a creature or cast a spell, the target (or one target of your choice affected by a multi-target spell) must make a Constitution saving throw against your spell save DC. On a fail the creature is poisoned for 1 minute and has disadvantage on all saving throws. The target can repeat the saving throw at the end of each of it's turns.

Blood rituals#

13th-level Hemomancer feature.You have mastered the art of performing arcane rituals using blood as a conduit for your magic. During a short or long rest, you can conduct a blood ritual to invoke one of the following effects:
  • Sanguine Empowerment: You can enhance your Hemorrhage Dice. Whenever you roll Hemorrhage Dice, roll an additional dice and add it to the total.
  • Blood Bond: You can create a bond with a willing creature by sharing blood. You and the bonded creature can communicate telepathically within a mile and have advantage on all attack rolls, ability checks, and saving throws when you are within 15 feet of each other.
  • Essence Infusion: You can infuse a weapon with hemomantic energy. The weapon deals an extra necrotic damage on a hit and has the properties of a magic weapon for overcoming resistance and immunity to nonmagical attacks and damage.
  • Vital Warding: You can ward up to 6 willing creatures with protective blood magic. They gain temporary hit points equal to your Hemomancer level and are cured of one condition.
These rituals require the use of your own blood, and performing a ritual reduces your hit point maximum by an amount equal to your Hemomancer level until you complete a long rest. The effects of the rituals last until you complete a long rest. A creature can only benefit from one blood ritual at a time.

Blood Curse#

18th-level Hemomancer feature.As a Hemomancer, you have learned to unleash a potent curse that siphons the life force of your enemies. When you cast a spell that deals damage, you can invoke the Blood Curse to afflict the target with a debilitating hex.
Choose one of the following effects when you invoke the Blood Curse:
  • Sanguine Shackles: The target’s speed is reduced to 0, and it cannot benefit from any bonus to its speed.
  • Crimson Decay: The target takes necrotic damage at the start of each of its turns.
  • Withering Essence: The target has disadvantage on Constitution saving throws and is vulnerable to necrotic damage.
The curse lasts for 1 minute or until you use this feature again. The target can make a Constitution saving throw at the end of each of its turns. On a success, the curse ends. You can use this feature a number of times equal to your Constitution modifier (minimum of once) and you regain all expended uses when you finish a long rest.

Sanguine Ascendancy#

20th-level Hemomancer feature.At the pinnacle of your mastery over hemomancy, you achieve a state of near-immortality through the complete fusion of your essence with the lifeblood you command. Your understanding of blood magic allows you to transcend the limitations of your mortal form.
  • Your Constitution increases by 2, to a maximum of 24.
  • Your hit point maximum cannot be reduced.
  • When you are reduced to 0 hit points but not killed outright, you can choose to regain hit points equal to half your hit point maximum. Once you use this feature, you can't use it again until you finish a long rest.
  • When you use a Hemorrhage Die, you can roll two dice and choose which one to use.
Illustration: Midjourney
background image

Hemomancer

Homebrew Class for D&D 5e

In the shadowed halls of forbidden knowledge, where arcane secrets intertwine with the pulsing rhythm of life itself, there exists a rare breed of spellcaster—the Hemomancer. These enigmatic individuals wield blood as their medium, tapping into its primal essence to shape reality and defy the boundaries of mortality.

Arcane and Martial Prowess

The Hemomancer stands at the crossroads of magic and combat. Their power emanates from a unique wellspring: the Hemorrhage Dice—a reservoir of life force that fuels their abilities. With each incantation, they draw upon their own vitality, weaving spells and enhancing their martial prowess.
Their combat style is a dance of crimson and steel. They laugh in the face of danger, their eyes ablaze with the promise of forbidden might. When they charge into battle, it is not just their blade that thirsts for blood; it is their very essence.

Life Force Casting

Hemomancers are full-casters, their spell repertoire drawn from ancient grimoires. But their magic is no mere incantation; it is a pact with their own lifeblood. As they channel spells, they willingly suffer wounds, sacrificing flesh for power. The pain becomes their catalyst, and their veins surge with arcane energy. When a Hemomancer casts, crimson runes flare across their skin, tracing the contours of forgotten sigils. Their whispered words echo with the pulse of their heart, and the very air shivers in response.

Class Features#

As a Hemomancer you get the following class features.

Hit Points#

Hit Dice: 1d20

Hit Points at 1st Level: 20 + your Constitution modifier

Hit Points at Higher Levels: 1d20 (or 11) + your Constitution modifier per Hemomancer level after 1st

Proficiencies#

Armor: None
Weapons: Simple Weapons
Tools: None
Saving Throws: Constitution (Expertise)
Skills: Choose any three from Acrobatics, Athletics, History, Insight, Medicine, Nature, Religion and Survival.

Equipment#

You start with the following equipment, in addition to the equipment granted by your background:
  • (a) a quarterstaff or (b) a simple melee weapon
  • (a) a light crossbow and a case of 20 bolts or (b) 5 darts
  • (a) a dungeoneer’s pack or (b) an scholar’s pack
background image

Hemomancer

Homebrew Class for D&D 5e

The Hemomancer Table#

LevelProficiency BonusFeaturesHemorrhage DieHemorrhage DiceCantrips KnownMax Spell LevelSpells Known
1st+2Armor Restriction, Blood casting, Hemomancer Spell List--21st2
2nd+2Hemorrhage Diced4221st3
3rd+2Subclass, Subclass Featured4332nd4
4th+2Ability Score Increased6332nd5
5th+3Overhealingd6433rd6
6th+3Transfusion, Subclass Featured6443rd7
7th+3Blood trackingd6544th8
8th+3Ability Score Increased8544th9
9th+4Hemotoxic Retaliationd8555th10
10th+4Subclass Featured8655th11
11th+4-d8656th12
12th+4Ability Score Increased10656th12
13th+5Blood ritualsd10657th13
14th+5Subclass Featured10657th13
15th+5-d10668th14
16th+5Ability Score Increased12768th14
17th+6-d12769th15
18th+6Blood Cursed12769th16
19th+6Ability Score Increased12869th17
20th+6Sanguine Ascendancyd12869th17
background image

Hemomancer

Homebrew Class for D&D 5e


Armor Restriction#

1st-level Hemomancer feature.Hemomancers channel their power through the unobstructed flow of their own blood. They need to move freely to perform blood casting and use hemorrhage dice. Armor restricts movement and disrupts the connection to their blood. Therefore, hemomancers cannot use these features while wearing armor.

Blood casting#

1st-level Hemomancer feature.You gain the ability to cast spells. You are a full-caster, using the Hemomancer spell list (see the table below). As a Hemomancer, you draw upon your own life force to cast spells. When you cast a spell, you take damage equal to four times the spell’s level. This damage cannot be reduced by any means, but it does not require you to make concentration checks if you are concentrating on a spell.
Spell Slots
Hemomancers tap into their own life force to fuel their spells. They don't rely on spell slots to cast spells. Instead, they draw power from their own life force. You can cast spells as long as you have enough hit points available. However, there's a limit to the strain you can place on your body. You can only cast one spell of 6th, 7th, 8th, and 9th level each per long rest.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the Hemomancer spell list. The Spells Known column of the Hemomancer table shows when you learn more spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st, 2nd or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from the Hemomancer spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Constitution is your spellcasting ability for your Hemomancer spells, since your magic draws on your own life force. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for an Hemomancer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Constitution modifier
Spell attack modifier = your proficiency bonus + your Constitution modifier

Hemomancer Spell List#

1st-level Hemomancer feature.As a Hemomancer you get access to the following spells:
Spell LevelOfficial SpellsHomebrew Spells
CantripAcid Splash (conjuration)
Level: 0
Casting Time: 1 action
Concentration: No
Ritual: No

1 or 2 creatures within 5 feet must succeed on a Dex. save or take 1d6 acid damage (damage/lvl).

View on dndbeyond.com
, Chill Touch (necromancy)
Level: 0
Casting Time: 1 action
Concentration: No
Ritual: No

If the spell attack hits, deals 1d8 necrotic damage (damage/lvl) and the target can't regain hp immediately.

View on dndbeyond.com
, Infestation (conjuration)
Level: 0
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on a Con. save or take 1d6 poison damage and move 5 ft in a random direction (damage/lvl).

View on dndbeyond.com
, Mage Hand (conjuration)
Level: 0
Casting Time: 1 action
Concentration: No
Ritual: No

Create a spectral hand that can in a 30-ft radius manipulate an object, open a door, stow an item, etc.

View on dndbeyond.com
, Mind Sliver (enchantment)
Level: 0
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on an Int. save or take 1d6 psychic damage and substract -1d4 on it's next saving throw (damage/lvl).

View on dndbeyond.com
, Prestidigitation (transmutation)
Level: 0
Casting Time: 1 action
Concentration: No
Ritual: No

Minor magical trick (sensory effect, light a torch, clean an object, warm, make a symbol appear, create a trinket, etc).

View on dndbeyond.com
, Shape Water (transmutation)
Level: 0
Casting Time: 1 action
Concentration: No
Ritual: No

Control water to obtain various minor effects such as changing color, freezing, changing the flow, etc.

View on dndbeyond.com
, Spare the Dying (necromancy)
Level: 0
Casting Time: 1 action
Concentration: No
Ritual: No

1 living creature with 0 hit points becomes stable.

View on dndbeyond.com
, Thaumaturgy (transmutation)
Level: 0
Casting Time: 1 action
Concentration: No
Ritual: No

Create various minor effects to impress or distract creatures.

View on dndbeyond.com
, Thorn Whip (transmutation)
Level: 0
Casting Time: 1 action
Concentration: No
Ritual: No

If the attack hits, deals 1d6 piercing damage and pull the target (Larger or smaller) up to 10 ft (damage/lvl).

View on dndbeyond.com
and Toll the Dead (necromancy)
Level: 0
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on a Wis. save or take 1d8 or 1d12 necrotic damage (damage/lvl).

View on dndbeyond.com
-
1stArmor of Agathys (abjuration)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

The caster gains 5 temporary hp and creatures who hits him with a melee attack take 5 cold damage (+5 hp and damage/lvl).

View on dndbeyond.com
, Bane (enchantment)
Level: 1
Casting Time: 1 action
Concentration: Yes
Ritual: No

Up to 3 targets must succeed on a Cha. save or subtract 1d4 from their attack roll or saving throw (+1 creature/lvl).

View on dndbeyond.com
, Bless (enchantment)
Level: 1
Casting Time: 1 action
Concentration: Yes
Ritual: No

Up to 3 targets can add 1d4 to their attack roll or saving throw (+1 creature/lvl).

View on dndbeyond.com
, Cause Fear (necromancy)
Level: 1
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Wis. save or becomes frightened (nbr of targets/lvl).

View on dndbeyond.com
, Command (enchantment)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on a Wis. save or follow your order as Approach, Drop, Flee, Fall, Halt, etc (+1 creature/lvl).

View on dndbeyond.com
, Create or Destroy Water (transmutation)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

Create or destroy up to 10 gallons of water (+10 gallons/lvl).

View on dndbeyond.com
, Detect Evil and Good (divination)
Level: 1
Casting Time: 1 action
Concentration: Yes
Ritual: No

The caster senses and locates aberration, celestial, elemental, fey, fiend, or undead within 30 ft.

View on dndbeyond.com
, Detect Magic (divination)
Level: 1
Casting Time: 1 action
Concentration: Yes
Ritual: Yes

The caster senses the presence of magic in a 30-ft radius and learns its school of magic.

View on dndbeyond.com
, False Life (necromancy)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

The caster gains 1d4+4 temporary hit points (+5 hp/lvl).

View on dndbeyond.com
, Fog Cloud (conjuration)
Level: 1
Casting Time: 1 action
Concentration: Yes
Ritual: No

Makes an area heavily obscured in a 20-ft-radius sphere (+20 ft/lvl).

View on dndbeyond.com
, Heroism (enchantment)
Level: 1
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target is immune to being frightened and gains temporary hp equal to its Ability.Mod each turns (+1 creature/lvl).

View on dndbeyond.com
, Inflict Wounds (necromancy)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

If the spell attack hits, deals 3d10 necrotic damage (damage/lvl).

View on dndbeyond.com
, Purify Food and Drink (transmutation)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: Yes

Purified and rendered free of poison and disease nonmagical food and drink in a 5-ft-radius sphere.

View on dndbeyond.com
, Ray of Sickness (necromancy)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

If the attack hits, deals 2d8 poison damage (damage/lvl) and the target can be poisoned (Con. save).

View on dndbeyond.com
, Searing Smite (evocation)
Level: 1
Casting Time: 1 bonus action
Concentration: Yes
Ritual: No

If the attack hits, deals an extra 1d6 fire damage and ignite the target (damage/lvl).

View on dndbeyond.com
, Tasha's Caustic Brew (evocation)
Level: 1
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 30 ft long 5 ft wide line must succeed on a Dex. save or take 2d4 acid damage each turn (+2d4/lvl).

View on dndbeyond.com
, Unseen Servant (conjuration)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: Yes

Create an invisible servant who performs simple tasks (bring something back, clean up, maintain a fire, serve at table, etc).

View on dndbeyond.com
, Wrathful Smite (evocation)
Level: 1
Casting Time: 1 bonus action
Concentration: Yes
Ritual: No

If the attack hits, deals an extra 1d6 psychic damage and the target must succeed on a Wis. save or be frightened.

View on dndbeyond.com
Blood Bolt (evocation)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

If the spell attack hits, deals 1d10 piercing damage + Dex. save or 1d6 acid damage (damage/lvl) and -1 AC to enemies within 5 ft

View on spell details on timmmi.com
2ndAcid Arrow (evocation)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: No

If the spell attack hits, deals 4d4 acid damage, then 2d4 acid damage on the next round (damage/lvl).

View on dndbeyond.com
, Aid (abjuration)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: No

Up to 3 creatures increase their hp maximum and current hp by 5 (+5 hp/lvl).

View on dndbeyond.com
, Alter Self (transmutation)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

Give a new form depending on the chosen option (Aquatic Adaptation, Change Appearance, or Natural Weapons).

View on dndbeyond.com
, Augury (divination)
Level: 2
Casting Time: 1 minute
Concentration: No
Ritual: Yes

The caster obtains an omen about the result of an action within the next 30 min (weal, woe, both or nothing).

View on dndbeyond.com
, Blindness/Deafness (necromancy)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on a Con. save or become blinded or deafened (+1 creature/lvl).

View on dndbeyond.com
, Branding Smite (evocation)
Level: 2
Casting Time: 1 bonus action
Concentration: Yes
Ritual: No

If a weapon attack hits, deals an extra 2d6 radiant damage and the target sheds dim light in 5-ft radius (damage/lvl).

View on dndbeyond.com
, Cloud of Daggers (conjuration)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 5-ft cube take automatically 4d4 slashing damage (damage/lvl).

View on dndbeyond.com
, Crown of Madness (enchantment)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Wis. save or be charmed. It then can attack a target designated by the caster.

View on dndbeyond.com
, Darkness (evocation)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

Fill a 15-ft-radius sphere of magical darkness.

View on dndbeyond.com
, Enhance Ability (transmutation)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target gains advantage on ability checks for one predefined ability, and other bonuses in such cases (+1 creature/lvl).

View on dndbeyond.com
, Enthrall (enchantment)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: No

Targets must succeed on a Wis. save or have disadvantage on Wisdom (Perception) checks to perceive others creatures.

View on dndbeyond.com
, Flame Blade (evocation)
Level: 2
Casting Time: 1 bonus action
Concentration: Yes
Ritual: No

If the spell attack hits, deals 3d6 fire damage (damage/lvl). Shed bright light in 10 ft and dim light in additional 10 ft.

View on dndbeyond.com
, Gentle Repose (necromancy)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: Yes

Protect a corpse from decay or to become undead.

View on dndbeyond.com
, Hold Person (enchantment)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Wis. save or be paralyzed (+1 creature/lvl).

View on dndbeyond.com
, Lesser Restoration (abjuration)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: No

End one disease or one condition (blinded, deafened, paralyzed, or poisoned) on 1 creature.

View on dndbeyond.com
, Locate Object (divination)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

The caster senses the direction to the location of an objet you are familiar with, within a 1000 ft radius.

View on dndbeyond.com
, Mind Spike (divination)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Wis. save or take 3d8 psychic damage (damage/lvl).

View on dndbeyond.com
, Mirror Image (illusion)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: No

Create 3 illusory duplicates of the caster, each of them having a AC equal to 10 + Dex.Mod and being destroyed if they are hit.

View on dndbeyond.com
, Misty Step (conjuration)
Level: 2
Casting Time: 1 bonus action
Concentration: No
Ritual: No

The caster is teleported up to 30 feet.

View on dndbeyond.com
, Protection from Poison (abjuration)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: No

Neutralize 1 poison in one creature, give advantage on saving throws againt being poisoned, and resistance to poison damage.

View on dndbeyond.com
, Ray of Enfeeblement (necromancy)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

If the spell attack hits, the target deals only half damage with a weapon attack that use Strength (Con. save).

View on dndbeyond.com
, Spike Growth (transmutation)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 20-ft radius (difficult terrain) take 2d4 piercing damage for every 5 ft of movement.

View on dndbeyond.com
, Spiritual Weapon (evocation)
Level: 2
Casting Time: 1 bonus action
Concentration: No
Ritual: No

If the spell attack hits, deals 1d8+Ability.Mod force damage (damage/lvl). A bonus action allows another attack.

View on dndbeyond.com
, Warding Bond (abjuration)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: No

The target gains +1 on AC, +1 on saving throws and resistance to all damage, but the caster shares damage.

View on dndbeyond.com
, Web (conjuration)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

Create a 20-ft cube filled by thick, sticky webs (difficult terrain) that can restrain creature (Dex. save).

View on dndbeyond.com
, Wither and Bloom (necromancy)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: No

You invoke life and death in a 10-foot-radius sphere centered on a point within range. Enemies take 2d6 necrotic damage and one ally can roll a hit dice to regain hp

View on dndbeyond.com
and Zone of Truth (enchantment)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures within a 15-ft-radius sphere must succeed on a Cha. save or can not lie.

View on dndbeyond.com
-
3rdAntagonize (enchantment)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

You antagonize a creature, forcing them to make a Wisdom saving throw. On a fail the take 4d4 psychic damage and must use their reaction to make a melee attack against a creature within range. On a success they take half damage and are not forced to attack.

View on dndbeyond.com
, Bestow Curse (necromancy)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Wis. save or suffer an effect as a disadvantage to a check or lose an action (duration/lvl).

View on dndbeyond.com
, Blinding Smite (evocation)
Level: 3
Casting Time: 1 bonus action
Concentration: Yes
Ritual: No

If the attack hits, deals an extra 3d8 radiant damage and the target must succeed on a Con. save or be blinded.

View on dndbeyond.com
, Clairvoyance (divination)
Level: 3
Casting Time: 10 minutes
Concentration: Yes
Ritual: No

Create an invisible sensor in a familiar location within 1 mile, allowing to see or to hear (to choose, can switch).

View on dndbeyond.com
, Counterspell (abjuration)
Level: 3
Casting Time: 1 reaction
Concentration: No
Ritual: No

In reaction, fail a spell of 3rd level or lower. Ability check if the spell is 4th level or higher (threshold/lvl).

View on dndbeyond.com
, Dispel Magic (abjuration)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

End spells of 3rd level 3 or lower on a target. Ability check for each spell of 4th level or higher (threshold/lvl).

View on dndbeyond.com
, Elemental Weapon (transmutation)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

A weapon becomes magical with a +1 bonus to attack rolls and deal an extra 1d4 damage of a chosen type (bonus/lvl).

View on dndbeyond.com
, Fear (illusion)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 30-ft cone must succeed on a Wis. save or drop whatever they are holding, become frightened and move away.

View on dndbeyond.com
, Feign Death (necromancy)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: Yes

The willing target appears dead to all outward inspection.

View on dndbeyond.com
, Fly (transmutation)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target gets a flying speed of 60 ft (+1 creature/lvl).

View on dndbeyond.com
, Gaseous Form (transmutation)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target turns into a cloud, gets a flying speed of 10 ft, and can pass through small holes.

View on dndbeyond.com
, Haste (transmutation)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

Target's speed is doubled. It also gains a +2 bonus to AC, advantage to Dex. saves and 1 additional action.

View on dndbeyond.com
, Life Transference (necromancy)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

The caster takes 4d8 necrotic damage and another creature gains twice the amount (+1d8 hp/lvl).

View on dndbeyond.com
, Motivational Speech (enchantment)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

You give a rousing speech that inspires up to five creatures of your choice within range. Each creature gains 5 temporary hit points and advantage on Wisdom saving throws.

View on dndbeyond.com
, Nondetection (abjuration)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

Protect a creature or an object from any divination magic or magical scrying.

View on dndbeyond.com
, Remove Curse (abjuration)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

End all curses affecting one creature or object.

View on dndbeyond.com
, Revivify (necromancy)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

Take back to 1 hp a creature that has died within the last minute (except of old age).

View on dndbeyond.com
, Sending (evocation)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

Send a 25-words message to a creature you are familiar with, regardless of the distance or the plan. It can answer it.

View on dndbeyond.com
, Slow (transmutation)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

Up to 6 targets must succeed on a Wis. save, or have their speed and actions reduced and -2 to AC and Dex. saves.

View on dndbeyond.com
, Spirit Shroud (necromancy)
Level: 3
Casting Time: 1 bonus action
Concentration: Yes
Ritual: No

If the attack hits, deals an extra 1d8 radiant, necrotic, or cold damage. Target can't regain hp this turn (damage/lvl).

View on dndbeyond.com
, Vampiric Touch (necromancy)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

If the spell attack hits, deals 3d6 necrotic damage (damage/lvl) and the caster regains 50% of this damage.

View on dndbeyond.com
and Water Breathing (transmutation)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: Yes

Up to 10 creatures gets the ability to breathe underwater.

View on dndbeyond.com
Boil Blood (necromancy)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

Target a living create who must make a con save or take 4d6 necrotic damage (damage/lvl) and disadvantage on attacks and ability checks. Half damage on success.

View on spell details on timmmi.com
and Shared Suffering (necromancy)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

Target must make a con save or be vulnerable to all damage. You take half the damage that the target takes.

View on spell details on timmmi.com
4thAura of Life (abjuration)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 30-ft radius gain resistance to necrotic damage and regain 1 hp when at 0 hp.

View on dndbeyond.com
, Aura of Purity (abjuration)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 30-ft radius can not become diseased, gain resistance to poison, and get advantage to various saving throws.

View on dndbeyond.com
, Blight (necromancy)
Level: 4
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on a Con. save or take 8d8 necrotic damage (damage/lvl).

View on dndbeyond.com
, Compulsion (enchantment)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

Targets within 30 ft must succeed on a Wis. save or move in a specified direction.

View on dndbeyond.com
, Control Water (transmutation)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

Control the water in a 100-ft cube (cause a flood, part the water, redirect the flow, create a whirlpool).

View on dndbeyond.com
, Divination (divination)
Level: 4
Casting Time: 1 action
Concentration: No
Ritual: Yes

The caster gets a truthful reply to 1 question about an event to occur within 7 days.

View on dndbeyond.com
, Elemental Bane (transmutation)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Con. save or suffer an extra 2d6 damage of a specific type (+1 target/lvl).

View on dndbeyond.com
, Freedom of Movement (abjuration)
Level: 4
Casting Time: 1 action
Concentration: No
Ritual: No

Target's movement is unaffected by difficult terrain, spells or water.

View on dndbeyond.com
, Greater Invisibility (illusion)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target becomes invisible for 1 minute.

View on dndbeyond.com
, Locate Creature (divination)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

The caster senses the direction in which a familiar creature is within a 1000-ft radius.

View on dndbeyond.com
, Polymorph (transmutation)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

Transform a target into a new beast form whose CR/level is equal to or less than the target's CR/level.

View on dndbeyond.com
, Raulothim's Psychic Lance (enchantment)
Level: 4
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on a Int. save or take 7d6 psychic damage and be incapacitated (damage/lvl).

View on dndbeyond.com
, Shadow of Moil (necromancy)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

Tha caster gains resistance to radiant damage and deals 2d8 necrotic damage to creatures that hit him with an attack.

View on dndbeyond.com
, Sickening Radiance (evocation)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 30-ft radius must succeed on a Con. save or take 4d10 radiant damage and one level of exhaustion.

View on dndbeyond.com
, Spirit of Death (necromancy)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

You summon a spirit of death to aid you in battle. The spirit obeys your commands and can last for up to 1 hour.

View on dndbeyond.com
, Staggering Smite (evocation)
Level: 4
Casting Time: 1 bonus action
Concentration: Yes
Ritual: No

If the attack hits, deals an extra 4d6 pyschic damage and the target must succeed on a Wis. save or have a disadvantage.

View on dndbeyond.com
, Vitriolic Sphere (evocation)
Level: 4
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures within 20-ft must succeed on a Dex. save or take 10d4 acid damage (damage/lvl) then 5d4 acid damage on its turn.

View on dndbeyond.com
and Watery Sphere (conjuration)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

Up to 4 Medium creatures or 1 Large creature in a 10-ft radius must succeed on a Str. save or be restrained.

View on dndbeyond.com
-
5thAntilife Shell (abjuration)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

Prevent creatures other than undead and constructs from entering in a 10-ft radius.

View on dndbeyond.com
, Circle of Power (abjuration)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

Friendly creatures in a 30-ft radius have advantage on saving throws against spells and other magicial effects.

View on dndbeyond.com
, Commune (divination)
Level: 5
Casting Time: 1 minute
Concentration: No
Ritual: Yes

Allow to obtain from a divine entity the answers (yes or no) to 3 questions.

View on dndbeyond.com
, Contagion (necromancy)
Level: 5
Casting Time: 1 action
Concentration: No
Ritual: No

If the spell attack hits, target is afflicted with a disease to choose from 6 proposed.

View on dndbeyond.com
, Destructive Wave (evocation)
Level: 5
Casting Time: 1 action
Concentration: No
Ritual: No

Targets in a 30-ft radius must succeed on a Con. save or take 5d6 thunder damage and 5d6 radiant or necrotic damage.

View on dndbeyond.com
, Dominate Person (enchantment)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

One humanoid must succeed on a Wis. save or be charmed and obey the caster (duration/lvl).

View on dndbeyond.com
, Enervation (necromancy)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Dex. save or take 4d8 necrotic damage each turn (+1d8/lvl).

View on dndbeyond.com
, Geas (enchantment)
Level: 5
Casting Time: 1 minute
Concentration: No
Ritual: No

The target must succeed on a Wis. save or be charmed and take 5d10 psychic if it doesn't obey (duration/lvl).

View on dndbeyond.com
, Greater Restoration (abjuration)
Level: 5
Casting Time: 1 action
Concentration: No
Ritual: No

End one condition (charmed or petrified), one curse, any ability scores or hp reduction, or one exhaustion level.

View on dndbeyond.com
, Hallow (evocation)
Level: 5
Casting Time: 24 hours
Concentration: No
Ritual: No

Prevent celestials, elementals, fey, fiends, and undead to enter a 60-ft-radius area and protect/handicap the targets.

View on dndbeyond.com
, Hold Monster (enchantment)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

Target must succeed on a Wis. save or be paralyzed (+1 creature/lvl).

View on dndbeyond.com
, Immolation (evocation)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target within 90 ft must succeed on a Dex. save or take 8d6 fire damage and 4d6 fire damage thereafter.

View on dndbeyond.com
, Modify Memory (enchantment)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Wis. save or be charmed and its memory altered (seniority of memories/lvl).

View on dndbeyond.com
, Negative Energy Flood (necromancy)
Level: 5
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on a Con. save or take 5d12 necrotic damage. Killed that way, the target rises as a zombi.

View on dndbeyond.com
, Reincarnate (transmutation)
Level: 5
Casting Time: 1 hour
Concentration: No
Ritual: No

Reincarnate the soul of an humanoid died for no longer than 10 days. The race of the new body is determined at random.

View on dndbeyond.com
, Scrying (divination)
Level: 5
Casting Time: 10 minutes
Concentration: Yes
Ritual: No

Allow you to see and hear a specific creature (can also target a location) on the same plane (Wis. save).

View on dndbeyond.com
, Skill Empowerment (transmutation)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target doubles its proficiency bonus for one skill.

View on dndbeyond.com
, Steel Wind Strike (conjuration)
Level: 5
Casting Time: 1 action
Concentration: No
Ritual: No

If the spell attack hits, deals 6d10 force damage to 5 creatures, then the caster teleports.

View on dndbeyond.com
, and Teleportation Circle (conjuration)
Level: 5
Casting Time: 1 minute
Concentration: No
Ritual: No

Create a circle that allows anyone to be teleported to another teleportation circle known to the caster.

View on dndbeyond.com
Sepsis (necromancy)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

Target must make a con save or take 8d6 poison damage (damage/lvl) and a level of exhaustion at the start of each of its turns. Half damage on success.

View on dndbeyond.com
6thBlade Barrier (evocation)
Level: 6
Casting Time: 1 action
Concentration: Yes
Ritual: No

Create a 100 x 20 x 5 ft wall that provides three-quarters cover and can inflict 6d10 slashing damage if passed through.

View on dndbeyond.com
, Circle of Death (necromancy)
Level: 6
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 60-ft-radius sphere must succeed on a Con. save or take 8d6 necrotic damage (damage/lvl).

View on dndbeyond.com
, Contingency (evocation)
Level: 6
Casting Time: 10 minutes
Concentration: No
Ritual: No

Condition the activation of a 5th level spell or lower that can target the caster.

View on dndbeyond.com
, Eyebite (necromancy)
Level: 6
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target in a 60-ft radius must succeed on a Wis. save or take on a the following "effects": asleep, panicked or sickened.

View on dndbeyond.com
, Flesh to Stone (transmutation)
Level: 6
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target within 60 ft must succeed on a Con. save or be restrained, or petrified after 3 failures.

View on dndbeyond.com
, Forbiddance (abjuration)
Level: 6
Casting Time: 10 minutes
Concentration: No
Ritual: Yes

Prevent teleporting to the protected area and inflicts 5d10 radiant or necrotic damage to some type of creatures.

View on dndbeyond.com
, Globe of Invulnerability (abjuration)
Level: 6
Casting Time: 1 action
Concentration: Yes
Ritual: No

Block 5th level spells or lower within a 10-ft radius (threshold/lvl).

View on dndbeyond.com
, Harm (necromancy)
Level: 6
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on a Con. save or take 14d6 necrotic damage. The spell can't kill it however.

View on dndbeyond.com
, Magic Jar (necromancy)
Level: 6
Casting Time: 1 minute
Concentration: No
Ritual: No

The caster projects his soul into an urn and then returns to his body or possesses a humanoid body.

View on dndbeyond.com
, Mental Prison (illusion)
Level: 6
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on an Int. save or take 5d10 psychic damage and believe to be surrounded by fire or other hazard.

View on dndbeyond.com
, Soul Cage (necromancy)
Level: 6
Casting Time: 1 reaction
Concentration: No
Ritual: No

Snatch a soul to regain hp, ask it a question, get advantage to a roll, or see a place it saw in life.

View on dndbeyond.com
, True Seeing (divination)
Level: 6
Casting Time: 1 action
Concentration: No
Ritual: No

The target gets truesight, sees magic secret doors and in the Ethereal Plane.

View on dndbeyond.com
, Wall of Thorns (conjuration)
Level: 6
Casting Time: 1 action
Concentration: Yes
Ritual: No

Create an 60-ft-long, 10-ft-high, 5-ft-thick wall of brush that slows movement and can inflict 7d8 piercing damage (damage/lvl).

View on dndbeyond.com
and Wind Walk (transmutation)
Level: 6
Casting Time: 1 minute
Concentration: No
Ritual: No

The caster and up to 10 creatures assume gaseous form (flying speed of 300 ft and resistance to damage from nonmagical weapon).

View on dndbeyond.com
-
7thEtherealness (transmutation)
Level: 7
Casting Time: 1 action
Concentration: No
Ritual: No

The caster is projected into the Ethereal Plane (nbr of creatures/lvl).

View on dndbeyond.com
, Finger of Death (necromancy)
Level: 7
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on a Con. save or take 7d8+30 necrotic damage. If killed, becomes a zombie under the caster command.

View on dndbeyond.com
, Plane Shift (conjuration)
Level: 7
Casting Time: 1 action
Concentration: No
Ritual: No

The caster and up to 8 creatures are transported to another plane of existence, or a creature is banished (Cha. save).

View on dndbeyond.com
, Power Word Pain (enchantment)
Level: 7
Casting Time: 1 action
Concentration: No
Ritual: No

The target (100 hp max) has its speed reduced to 10 ft, disadvantage to d20 rolls and has to make a Con. save to cast spells.

View on dndbeyond.com
, Resurrection (necromancy)
Level: 7
Casting Time: 1 hour
Concentration: No
Ritual: No

Take back to life (all hp) a creature died for no longer than 100 years (except of old age). Restore any missing body parts.

View on dndbeyond.com
, Sequester (transmutation)
Level: 7
Casting Time: 1 action
Concentration: No
Ritual: No

Protect a willing creature (who becomes invisible and unconscious) or an object from divination spells.

View on dndbeyond.com
and Teleport (conjuration)
Level: 7
Casting Time: 1 action
Concentration: No
Ritual: No

The caster and 8 creatures are teleported anywhere on the same plane. Risk of failure depending on the destination familiarity.

View on dndbeyond.com
-
8thAbi-Dalzim's Horrid Wilting (necromancy)
Level: 8
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 30-foot cube must succeed on a Con. save or take 12d8 necrotic damage. Plants wither and die.

View on dndbeyond.com
, Antimagic Field (abjuration)
Level: 8
Casting Time: 1 action
Concentration: Yes
Ritual: No

Create a 10-ft-radius sphere in which spells and magic items no longer work.

View on dndbeyond.com
, Dominate Monster (enchantment)
Level: 8
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Wis. save or be charmed and obey the caster (duration/lvl).

View on dndbeyond.com
, Feeblemind (enchantment)
Level: 8
Casting Time: 1 action
Concentration: No
Ritual: No

The target take 4d6 psychic damage and must succeed on an Int. save or his Charisma and Intelligence scores become 1.

View on dndbeyond.com
, Mind Blank (abjuration)
Level: 8
Casting Time: 1 action
Concentration: No
Ritual: No

The target is immune to psychic damage, reading thoughts, divination spells, and the charmed condition.

View on dndbeyond.com
, Power Word Stun (enchantment)
Level: 8
Casting Time: 1 action
Concentration: No
Ritual: No

The target (150 hp or fewer) is stunned until it succeeds on a Con. save.

View on dndbeyond.com
and Telepathy (evocation)
Level: 8
Casting Time: 1 action
Concentration: No
Ritual: No

Comunicate via telepathy with a known and willing creature on the same plane of existence.

View on dndbeyond.com
-
9thBlade of Disaster (conjuration)
Level: 9
Casting Time: 1 bonus action
Concentration: Yes
Ritual: No

Make two melee spell attacks and deals 4d12 force damage. Critical hit (18-20) deals 12d12. +2 attacks as bonus action.

View on dndbeyond.com
, Foresight (divination)
Level: 9
Casting Time: 1 minute
Concentration: No
Ritual: No

1 creature sees its near future, can not be surprised and has advantage on his rolls. Attacks against it have disadvantage.

View on dndbeyond.com
, Imprisonment (abjuration)
Level: 9
Casting Time: 1 minute
Concentration: No
Ritual: No

The target within 30 ft must succeed on a Wis. save or be held prisoner. The form is to choose from 6 options.

View on dndbeyond.com
, Invulnerability (abjuration)
Level: 9
Casting Time: 1 action
Concentration: Yes
Ritual: No

The caster gains immunity to all damage.

View on dndbeyond.com
, Power Word Heal (evocation)
Level: 9
Casting Time: 1 action
Concentration: No
Ritual: No

The target regains all its hp and charmed, frightened, paralyzed, and stunned conditions end.

View on dndbeyond.com
, Power Word Kill (enchantment)
Level: 9
Casting Time: 1 action
Concentration: No
Ritual: No

The target (100 hp or fewer) dies!

View on dndbeyond.com
, Psychic Scream (enchantment)
Level: 9
Casting Time: 1 action
Concentration: No
Ritual: No

Up to 10 creatures must succeed on an Int. save or take 14d6 psychic damage.

View on dndbeyond.com
, True Resurrection (necromancy)
Level: 9
Casting Time: 1 hour
Concentration: No
Ritual: No

Take back to life (all hp) a creature died for no longer than 200 years (except of old age), even without the original body.

View on dndbeyond.com
and Wish (conjuration)
Level: 9
Casting Time: 1 action
Concentration: No
Ritual: No

Duplicate a 8th level spell or lower without components, or create another effect at the DMs discretion.

View on dndbeyond.com
Hemorrhagic Annihilation (necromancy)
Level: 9
Casting Time: 1 action
Concentration: No
Ritual: No

Ranged spell attack against a creature, dealing 20d10 on a hit. If the target is a living creature you gain half of damage dealt as temp hp.

View on spell details on timmmi.com

Hemorrhage Dice#

2nd-level Hemomancer feature.You possess a pool of hemorrhage dice that fuel your arcane and martial prowess and bolster your resilience. You gain a number of hemorrhage dice equal to half your hemomancer level (rounded up). You regain all spent hemorrhage dice during a short rest.
These dice start as a d4 at 2nd level and increase in size: d6 at 5th, d8 at 9th, d10 at 13th, and d12 at 17th level.
Hemorrhage Strike (Bonus Action): As a bonus action, you can expend one hemorrhage die to add its roll to the damage of your next attack. You gain temporary hit points equal to the amount rolled on the hemorrhage dice.
Vital Ward (Reaction): When you take damage, you can use your reaction to expend one hemorrhage die and reduce the damage you take by an amount equal to the die roll + your Constitution modifier.

Subclass#

3rd-level Hemomancer feature.Choose your subclass. Your control of hemomancy allows you to specialize, and you have the ability to choose your path as a Blood Knight or a Sanguine Mage. As a Blood Knight you are a fierce martial fighter, utilizing your large health pool as well as healing and draining magic to keep yourself alive despite your lack of armor. As a Sanguine Mage you are a powerful arcane caster, dancing a fine line between life and death as you drain your own life force to lay waste to your enemies. Lifeweavers possess the unique ability to sacrifice their own life force to heal others.
Choose either Blood Knight, Sanguine Mage or Lifeweaver as your subclass.

Ability Score Increase#

4th-level Hemomancer feature.When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your 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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Overhealing#

5th-level Hemomancer feature.You gain the ability to convert excess healing into temporary hit points. Whenever you are healed for an amount that would bring you above your maximum hit points, you gain temporary hit points equal to the amount that would have exceeded your maximum hit points.
Alternatively, you can choose to only gain temporary hit points instead of being healed. If you do so you gain temporary hit points equal to the maximum number of hit points possible from any healing.

Transfusion#

6th-level Hemomancer feature.You can extract blood from a living creature or a creature who was slain within the last hour and isolate one of their senses, proficiencies or languages. This process takes 10 minutes. When the process is completed you can consume the blood as an action or store it in a vial. In a vial, the blood is magically perserved and can be consumed by you within 30 days of extraction.
As an action you can consume the blood to gain the sense, proficiency or language stored in the vial. The effect lasts for 24 hours. You can only have one such effect active at a time.

Blood tracking#

7th-level Hemomancer feature.If you possess a vial of blood from a creature, you always know the distance and general direction to the creature as long as you are on the same plane of existence.
As an action you can consume the blood to cast Scrying (divination)
Level: 5
Casting Time: 10 minutes
Concentration: Yes
Ritual: No

Allow you to see and hear a specific creature (can also target a location) on the same plane (Wis. save).

View on dndbeyond.com
on the creature. The creature automatically fails it's saving throw when you cast Scrying (divination)
Level: 5
Casting Time: 10 minutes
Concentration: Yes
Ritual: No

Allow you to see and hear a specific creature (can also target a location) on the same plane (Wis. save).

View on dndbeyond.com
in this way.

Hemotoxic Retaliation#

9th-level Hemomancer feature.Being poisoned is an unpleasant experience, and as a Hemomancer, you’re acutely aware of its effects and the very essence of your blood magic reacts. When you are poisoned the following additional effects apply:
  • You have disadvantage on all Saving Throws.
  • When you attack a creature or cast a spell, the target (or one target of your choice affected by a multi-target spell) must make a Constitution saving throw against your spell save DC. On a fail the creature is poisoned for 1 minute and has disadvantage on all saving throws. The target can repeat the saving throw at the end of each of it's turns.

Blood rituals#

13th-level Hemomancer feature.You have mastered the art of performing arcane rituals using blood as a conduit for your magic. During a short or long rest, you can conduct a blood ritual to invoke one of the following effects:
  • Sanguine Empowerment: You can enhance your Hemorrhage Dice. Whenever you roll Hemorrhage Dice, roll an additional dice and add it to the total.
  • Blood Bond: You can create a bond with a willing creature by sharing blood. You and the bonded creature can communicate telepathically within a mile and have advantage on all attack rolls, ability checks, and saving throws when you are within 15 feet of each other.
  • Essence Infusion: You can infuse a weapon with hemomantic energy. The weapon deals an extra necrotic damage on a hit and has the properties of a magic weapon for overcoming resistance and immunity to nonmagical attacks and damage.
  • Vital Warding: You can ward up to 6 willing creatures with protective blood magic. They gain temporary hit points equal to your Hemomancer level and are cured of one condition.
These rituals require the use of your own blood, and performing a ritual reduces your hit point maximum by an amount equal to your Hemomancer level until you complete a long rest. The effects of the rituals last until you complete a long rest. A creature can only benefit from one blood ritual at a time.

Blood Curse#

18th-level Hemomancer feature.As a Hemomancer, you have learned to unleash a potent curse that siphons the life force of your enemies. When you cast a spell that deals damage, you can invoke the Blood Curse to afflict the target with a debilitating hex.
Choose one of the following effects when you invoke the Blood Curse:
  • Sanguine Shackles: The target’s speed is reduced to 0, and it cannot benefit from any bonus to its speed.
  • Crimson Decay: The target takes necrotic damage at the start of each of its turns.
  • Withering Essence: The target has disadvantage on Constitution saving throws and is vulnerable to necrotic damage.
The curse lasts for 1 minute or until you use this feature again. The target can make a Constitution saving throw at the end of each of its turns. On a success, the curse ends. You can use this feature a number of times equal to your Constitution modifier (minimum of once) and you regain all expended uses when you finish a long rest.

Sanguine Ascendancy#

20th-level Hemomancer feature.At the pinnacle of your mastery over hemomancy, you achieve a state of near-immortality through the complete fusion of your essence with the lifeblood you command. Your understanding of blood magic allows you to transcend the limitations of your mortal form.
  • Your Constitution increases by 2, to a maximum of 24.
  • Your hit point maximum cannot be reduced.
  • When you are reduced to 0 hit points but not killed outright, you can choose to regain hit points equal to half your hit point maximum. Once you use this feature, you can't use it again until you finish a long rest.
  • When you use a Hemorrhage Die, you can roll two dice and choose which one to use.
background image

Blood Knight

Homebrew Hemomancer subclass for D&D 5e


The Blood Knight embodies a fierce and daring approach to combat. These warriors utilize their own life force as a resource, combining healing and draining magic to stay alive in battle. The Blood Knights thrive on risk and reward, eschewing armor in favor of raw power and resilience.

Bonus Proficiencies#

3rd-level Blood Knight feature.You gain proficiency in martial weapons

Fighting Style#

3rd-level Blood Knight feature.You adopt a particular style of fighting as your specialty. Choose one of the following options: Defense, Dueling, Great Weapon Fighting, Protection, Two-Weapon Fighting.
You can’t take a Fighting Style option more than once, even if you later get to choose again.

Sanguine Smite#

3rd-level Blood Knight feature.When you hit a creature with a melee weapon attack, you can choose to expend one or more of your Hemorrhage Dice (max 5) to deal additional damage. The damage type is necrotic.

Dance with Death#

3rd-level Blood Knight feature.When you have less than half your hit points you can add your constitution modifier to the damage of all attacks. When you have less than a quarter of your hit points your attacks score a critical hit on a roll of 19 or 20.

Extra Attack#

6th-level Blood Knight feature.You can attack twice, instead of once, whenever you take the Attack action on your turn. Additionally, when you use your action to cast a spell you can make one weapon attack using your bonus action.

Bloodsense#

10th-level Blood Knight feature.As a hemomancer, you possess a unique attunement to the lifeblood flowing within creatures. This acute awareness grants you blindsight within a radius of 30 feet, allowing you to detect the presence of living creatures.

Bloodlust#

14th-level Blood Knight feature.As an act of primal ferocity, you can willingly sacrifice one third of your current hit points (rounded up) to enter a bloodlust state. While in this state, your senses sharpen, and your combat instincts heighten. When you take the Attack action, you can make an additional attack. Additionally, if a creature enters your melee reach, you can make an opportunity attack against it.
Illustration: Midjourney
background image

Blood Knight

Homebrew Hemomancer subclass for D&D 5e


The Blood Knight embodies a fierce and daring approach to combat. These warriors utilize their own life force as a resource, combining healing and draining magic to stay alive in battle. The Blood Knights thrive on risk and reward, eschewing armor in favor of raw power and resilience.

Bonus Proficiencies#

3rd-level Blood Knight feature.You gain proficiency in martial weapons

Fighting Style#

3rd-level Blood Knight feature.You adopt a particular style of fighting as your specialty. Choose one of the following options: Defense, Dueling, Great Weapon Fighting, Protection, Two-Weapon Fighting.
You can’t take a Fighting Style option more than once, even if you later get to choose again.

Sanguine Smite#

3rd-level Blood Knight feature.When you hit a creature with a melee weapon attack, you can choose to expend one or more of your Hemorrhage Dice (max 5) to deal additional damage. The damage type is necrotic.

Dance with Death#

3rd-level Blood Knight feature.When you have less than half your hit points you can add your constitution modifier to the damage of all attacks. When you have less than a quarter of your hit points your attacks score a critical hit on a roll of 19 or 20.

Extra Attack#

6th-level Blood Knight feature.You can attack twice, instead of once, whenever you take the Attack action on your turn. Additionally, when you use your action to cast a spell you can make one weapon attack using your bonus action.

Bloodsense#

10th-level Blood Knight feature.As a hemomancer, you possess a unique attunement to the lifeblood flowing within creatures. This acute awareness grants you blindsight within a radius of 30 feet, allowing you to detect the presence of living creatures.

Bloodlust#

14th-level Blood Knight feature.As an act of primal ferocity, you can willingly sacrifice one third of your current hit points (rounded up) to enter a bloodlust state. While in this state, your senses sharpen, and your combat instincts heighten. When you take the Attack action, you can make an additional attack. Additionally, if a creature enters your melee reach, you can make an opportunity attack against it.
background image

Sanguine Mage

Homebrew Hemomancer subclass for D&D 5e


The Sanguine Mage delves into forbidden arts, harnessing the very essence of life—the pulsing crimson flow within their veins. Their spells are woven from blood, and their power is drawn from the vital force that courses through all living beings.

Dance with Death#

3rd-level Sanguine Mage feature.When you have less than half your hit points, your spells cost three times their level in hit points. This is reduced to twice their level when you have less than a quarter of your hit points.

Expanded Spell List#

3rd-level Sanguine Mage feature.The Sanguine Mages gain an expanded spell list through their communion with life’s essence. Their connection to hemomancy—the forbidden art of blood magic—allows them to peer beyond mortal bounds.
Spell LevelSpells
CantripEldritch Blast (evocation)
Level: 0
Casting Time: 1 action
Concentration: No
Ritual: No

If the spell attack hits, deals 1d10 force damage (nbr of beam/lvl).

View on dndbeyond.com
, Fire Bolt (evocation)
Level: 0
Casting Time: 1 action
Concentration: No
Ritual: No

If the spell attack hits, deals 1d10 fire damage (damage/lvl). An object can ignite.

View on dndbeyond.com
, and Frostbite (evocation)
Level: 0
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on a Con. save or take 1d6 cold damage and have disadvantage on next attack roll (damage/lvl).

View on dndbeyond.com
1stBlood Bolt (evocation)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

If the spell attack hits, deals 1d10 piercing damage + Dex. save or 1d6 acid damage (damage/lvl) and -1 AC to enemies within 5 ft

View on spell details on timmmi.com
, Burning Hands (evocation)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 15-ft cone must succeed on a Dex. save or take 3d6 fire damage (damage/lvl).

View on dndbeyond.com
, Chromatic Orb (evocation)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

If the spell attack hits, deals 3d8 damage of a previously determined type (damage/lvl)

View on dndbeyond.com
, Faerie Fire (evocation)
Level: 1
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 20-ft cube must succeed on a Dex. save or grant advantage against them to attackers.

View on dndbeyond.com
, Magic Missile (evocation)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

3 missiles deal automatically 1d4+1 force damage each to one or several creatures (+1 missile/lvl).

View on dndbeyond.com
, Silvery Barbs (enchantment)
Level: 1
Casting Time: 1 reaction
Concentration: No
Ritual: No

You force a creature to reroll an attack roll, ability check, or saving throw.

View on dndbeyond.com
and Thunderwave (evocation)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 15-ft cube must succeed on a Con. save or take 2d8 thunder damage (damage/lvl).

View on dndbeyond.com
2ndFlaming Sphere (conjuration)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures within 5 ft from a 5-ft-diameter sphere must succeed on a Dex. save or take 2d6 fire damage (damage/lvl).

View on dndbeyond.com
, Heat Metal (transmutation)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in physical contact with the metal object take 2d8 fire damage (damage/lvl).

View on dndbeyond.com
, Mind Spike (divination)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Wis. save or take 3d8 psychic damage (damage/lvl).

View on dndbeyond.com
, Phantasmal Force (illusion)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

Tha target must succeed on an Int. save or perceive as real an object or creature created by the caster (with sound).

View on dndbeyond.com
, Scorching Ray (evocation)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: No

If the spell attacks hit, 3 rays deal 2d6 fire damage each (+1 ray/lvl).

View on dndbeyond.com
, Shatter (evocation)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 10-ft-radius sphere must succeed on a Con. save or take 3d8 thunder damage (damage/lvl).

View on dndbeyond.com
and Tasha's Mind Whip (enchantment)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: No

Target must succeed on an Int. save or take 3d6 psychic damage and choose to move or take an action next turn (+1 creature/lvl).

View on dndbeyond.com
3rdBlink (transmutation)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

The caster has 50% of chance to switch to the Ethereal Plane, then returns to the space he vanished from on the next turn.

View on dndbeyond.com
, Call Lightning (conjuration)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 5-ft radius must succeed on a Dex. save or take 3d10 lightning damage (damage/lvl) on each turn.

View on dndbeyond.com
, Fireball (evocation)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 20-ft radius must succeed on a Dex. save or take 8d6 fire damage (damage/lvl).

View on dndbeyond.com
, Lightning Bolt (evocation)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures on a 100-ft-long, 5-ft-wide line must succeed on a Dex. save or take 8d6 lightning damage (damage/lvl).

View on dndbeyond.com
, Major Image (illusion)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

Create the image of an animated object or creature, with sounds and smells (without concentration/lvl).

View on dndbeyond.com
, Stinking Cloud (conjuration)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 20-ft-radius sphere must succeed on a Con. save or spend their action that turn retching and reeling.

View on dndbeyond.com
, Thunder Step (conjuration)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

The caster teleports and creatures within 10 ft must succeed on a Con. save or take 3d10 thunder damage.

View on dndbeyond.com
and Wind Wall (evocation)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

Create a 50-ft-long, 15-ft-high, 1-ft-thick wall of wind. Small flying creatures can't pass. Arrows and bolts are deflected.

View on dndbeyond.com
4thBanishment (abjuration)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Cha. save or be banished to a harmless demiplane (+1 creature/lvl).

View on dndbeyond.com
, Blight (necromancy)
Level: 4
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on a Con. save or take 8d8 necrotic damage (damage/lvl).

View on dndbeyond.com
, Dimension Door (conjuration)
Level: 4
Casting Time: 1 action
Concentration: No
Ritual: No

The caster and another creature of the same size are teleported to a maximum of 500 feet.

View on dndbeyond.com
, Ice Storm (evocation)
Level: 4
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 20-ft-radius, 40-ft-high cylinder must succeed on a Dex. save or take 2d8 bludgeoning damage and 4d6 cold damage.

View on dndbeyond.com
, Storm Sphere (evocation)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 20-ft-radius sphere must succeed on a Str. save or take 2d6 bludgeoning damage (damage/lvl).

View on dndbeyond.com
and Wall of Fire (evocation)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

Create a 60 x 20 x 1 ft wall of fire. Creatures inside or within 10ft of one side of the wall take 5d8 fire damage (damage/lvl).

View on dndbeyond.com
5thArcane Hand (evocation)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

Create a Large hand with a Strength of 26 that can strike (4d8 force damage), push, grapple, or protect (damage/lvl).

View on dndbeyond.com
, Cloudkill (conjuration)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 20-ft-radius sphere must succeed on a Con. save or take 5d8 poison damage (damage/lvl).

View on dndbeyond.com
, Cone of Cold (evocation)
Level: 5
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 60-ft cone must succeed on a Con. save or take 8d8 cold damage (damage/lvl).

View on dndbeyond.com
, Flame Strike (evocation)
Level: 5
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 10-ft-radius, 40-ft-high cylinder must succeed on a Dex. save or take 4d6 fire and 4d6 radiant (damage/lvl).

View on dndbeyond.com
, Immolation (evocation)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target within 90 ft must succeed on a Dex. save or take 8d6 fire damage and 4d6 fire damage thereafter.

View on dndbeyond.com
, Synaptic Static (enchantment)
Level: 5
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 20-ft radius must succeed on an Int. save or take 8d6 psychic damage.

View on dndbeyond.com
, Telekinesis (transmutation)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

Move a creature (Huge or smaller) or object (up to 1,000 pounds) by thought in case of successful contest.

View on dndbeyond.com
and Wall of Force (evocation)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

Create a physically insurmountable wall of force (ten 10-ft panels) immune to all types of damage.

View on dndbeyond.com
6thChain Lightning (evocation)
Level: 6
Casting Time: 1 action
Concentration: No
Ritual: No

Up to 4 different targets must succeed on a Dex. save or take 10d8 lightning damage (+1 target/lvl).

View on dndbeyond.com
, Disintegrate (transmutation)
Level: 6
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on a Dex. save or take 10d6+40 force damage (damage/lvl). An Large or smaller object is disintegrated.

View on dndbeyond.com
, Mass Suggestion (enchantment)
Level: 6
Casting Time: 1 action
Concentration: No
Ritual: No

Up to 12 targets must succeed on a Wis. save or follow the suggestion given by the caster (duration/lvl).

View on dndbeyond.com
, Scatter (conjuration)
Level: 6
Casting Time: 1 action
Concentration: No
Ritual: No

Up to 5 creatures are teleported (Wis. save if unwilling) within 120 ft.

View on dndbeyond.com
and Sunbeam (evocation)
Level: 6
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures on a 5-ft-wide, 60-ft-long line must succeed on a Con. save or take 6d8 radiant damage and be blinded.

View on dndbeyond.com
7thCrown of Stars (evocation)
Level: 7
Casting Time: 1 action
Concentration: No
Ritual: No

If the spell attack hits, 7 motes deal 4d12 radiant damage each (+1 mote/lvl).

View on dndbeyond.com
, Delayed Blast Fireball (evocation)
Level: 7
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 20-ft-radius sphere must succeed on a Dex. save or take 12d6 fire damage (damage/lvl).

View on dndbeyond.com
, Fire Storm (evocation)
Level: 7
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in ten 10-ft cube must succeed on a Dex. save or take 7d10 fire damage.

View on dndbeyond.com
, Forcecage (evocation)
Level: 7
Casting Time: 1 action
Concentration: No
Ritual: No

Creates a 20-ft cage or a 10-ft box of magical force that traps a creature. Escape by magicial means only.

View on dndbeyond.com
and Prismatic Spray (evocation)
Level: 7
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 60-ft cone must succeed on a Dex. save or take 10d6 damage of a randomly determined type.

View on dndbeyond.com
8thControl Weather (transmutation)
Level: 8
Casting Time: 10 minutes
Concentration: Yes
Ritual: No

Modify gradually the climatic conditions outdoors (precipitation, temperature and wind force).

View on dndbeyond.com
, Earthquake (evocation)
Level: 8
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 100-ft radius must succeed on a Dex. save or be knocked prone. Cause damage to structures.

View on dndbeyond.com
, Incendiary Cloud (conjuration)
Level: 8
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 20-ft-radius sphere must succeed on a Dex. save or take 10d8 fire damage.

View on dndbeyond.com
, Maddening Darkness (evocation)
Level: 8
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 60-ft-radius sphere of darkness must succeed on a Wis. save or take 8d8 psychic damage.

View on dndbeyond.com
and Sunburst (evocation)
Level: 8
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 60-ft radius must succeed on a Con. save or take 12d6 radiant damage and be blinded for 1 min.

View on dndbeyond.com
9thMeteor Swarm (evocation)
Level: 9
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 40-ft-radius sphere must succeed on a Dex. save or take 20d6 fire damage and 20d6 bludgeoning damage.

View on dndbeyond.com
, Prismatic Wall (abjuration)
Level: 9
Casting Time: 1 action
Concentration: No
Ritual: No

Create a multi-layered wall that inflicts different effects and damage depending on the layer.

View on dndbeyond.com
, Shapechange (transmutation)
Level: 9
Casting Time: 1 action
Concentration: Yes
Ritual: No

The caster takes the form of a creature he has seen at least once with a CR equal to its level or lower.

View on dndbeyond.com
and Storm of Vengeance (conjuration)
Level: 9
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 360-ft radius must succeed on a Con. save or be deafened and suffer various damage and effects.

View on dndbeyond.com

Drain Life#

6th-level Sanguine Mage feature.When your spell hits a living creature or they fail a save against your spell, you can tap into their life force. By expending one or more Hemorrhage Dice, you drain vitality from your target. Roll the Hemorrhage Dice and add your Constitution modifier to the result. The target takes this amount of necrotic damage, and simultaneously, you regain the same number of hit points. You can use this feature once per turn.

Crimson Sigil#

10th-level Sanguine Mage feature.You can inscribe a Crimson Sigil on a surface or object. This sigil is invisible and can only be seen by you. Inscribing a sigil takes 1 minute and you must complete a long rest before you can inscribe a new sigil. You can activate the sigil as a bonus action to produce one of the following effects in a 10 foot radius sphere around the sigil for 1 minute:
  • Sigil of Warding: Grants a +2 bonus to AC to allies within 10 feet of the sigil.
  • Sigil of Fury: When you deal damage to an enemy within 10 feet of the sigil, it takes an additional slashing damage.
  • Sigil of Fear: When an enemy comes within 10 feet of the sigil for the first time on a turn or starts its turn there, it must succeed on a Wisdom saving throw or become frightened for 1 minute. Frightened creatures can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
  • Sigil of Bloodbond: When an ally within 10 feet of the sigil takes damage, you can use your reaction to take half of that damage instead.

Sanguine Retaliation#

14th-level Sanguine Mage feature.When you take damage, you can use your reaction to expend one or more Hemorrhage Dice and force the attacker to make a Constitution saving throw. The attacker takes necrotic damage equal to the roll of your Hemorrhage Dice plus your Constitution modifier, or half as much on a success.
Illustration: Midjourney
background image

Sanguine Mage

Homebrew Hemomancer subclass for D&D 5e


The Sanguine Mage delves into forbidden arts, harnessing the very essence of life—the pulsing crimson flow within their veins. Their spells are woven from blood, and their power is drawn from the vital force that courses through all living beings.

Dance with Death#

3rd-level Sanguine Mage feature.When you have less than half your hit points, your spells cost three times their level in hit points. This is reduced to twice their level when you have less than a quarter of your hit points.

Expanded Spell List#

3rd-level Sanguine Mage feature.The Sanguine Mages gain an expanded spell list through their communion with life’s essence. Their connection to hemomancy—the forbidden art of blood magic—allows them to peer beyond mortal bounds.
Spell LevelSpells
CantripEldritch Blast (evocation)
Level: 0
Casting Time: 1 action
Concentration: No
Ritual: No

If the spell attack hits, deals 1d10 force damage (nbr of beam/lvl).

View on dndbeyond.com
, Fire Bolt (evocation)
Level: 0
Casting Time: 1 action
Concentration: No
Ritual: No

If the spell attack hits, deals 1d10 fire damage (damage/lvl). An object can ignite.

View on dndbeyond.com
, and Frostbite (evocation)
Level: 0
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on a Con. save or take 1d6 cold damage and have disadvantage on next attack roll (damage/lvl).

View on dndbeyond.com
1stBlood Bolt (evocation)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

If the spell attack hits, deals 1d10 piercing damage + Dex. save or 1d6 acid damage (damage/lvl) and -1 AC to enemies within 5 ft

View on spell details on timmmi.com
, Burning Hands (evocation)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 15-ft cone must succeed on a Dex. save or take 3d6 fire damage (damage/lvl).

View on dndbeyond.com
, Chromatic Orb (evocation)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

If the spell attack hits, deals 3d8 damage of a previously determined type (damage/lvl)

View on dndbeyond.com
, Faerie Fire (evocation)
Level: 1
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 20-ft cube must succeed on a Dex. save or grant advantage against them to attackers.

View on dndbeyond.com
, Magic Missile (evocation)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

3 missiles deal automatically 1d4+1 force damage each to one or several creatures (+1 missile/lvl).

View on dndbeyond.com
, Silvery Barbs (enchantment)
Level: 1
Casting Time: 1 reaction
Concentration: No
Ritual: No

You force a creature to reroll an attack roll, ability check, or saving throw.

View on dndbeyond.com
and Thunderwave (evocation)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 15-ft cube must succeed on a Con. save or take 2d8 thunder damage (damage/lvl).

View on dndbeyond.com
2ndFlaming Sphere (conjuration)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures within 5 ft from a 5-ft-diameter sphere must succeed on a Dex. save or take 2d6 fire damage (damage/lvl).

View on dndbeyond.com
, Heat Metal (transmutation)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in physical contact with the metal object take 2d8 fire damage (damage/lvl).

View on dndbeyond.com
, Mind Spike (divination)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Wis. save or take 3d8 psychic damage (damage/lvl).

View on dndbeyond.com
, Phantasmal Force (illusion)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

Tha target must succeed on an Int. save or perceive as real an object or creature created by the caster (with sound).

View on dndbeyond.com
, Scorching Ray (evocation)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: No

If the spell attacks hit, 3 rays deal 2d6 fire damage each (+1 ray/lvl).

View on dndbeyond.com
, Shatter (evocation)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 10-ft-radius sphere must succeed on a Con. save or take 3d8 thunder damage (damage/lvl).

View on dndbeyond.com
and Tasha's Mind Whip (enchantment)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: No

Target must succeed on an Int. save or take 3d6 psychic damage and choose to move or take an action next turn (+1 creature/lvl).

View on dndbeyond.com
3rdBlink (transmutation)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

The caster has 50% of chance to switch to the Ethereal Plane, then returns to the space he vanished from on the next turn.

View on dndbeyond.com
, Call Lightning (conjuration)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 5-ft radius must succeed on a Dex. save or take 3d10 lightning damage (damage/lvl) on each turn.

View on dndbeyond.com
, Fireball (evocation)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 20-ft radius must succeed on a Dex. save or take 8d6 fire damage (damage/lvl).

View on dndbeyond.com
, Lightning Bolt (evocation)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures on a 100-ft-long, 5-ft-wide line must succeed on a Dex. save or take 8d6 lightning damage (damage/lvl).

View on dndbeyond.com
, Major Image (illusion)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

Create the image of an animated object or creature, with sounds and smells (without concentration/lvl).

View on dndbeyond.com
, Stinking Cloud (conjuration)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 20-ft-radius sphere must succeed on a Con. save or spend their action that turn retching and reeling.

View on dndbeyond.com
, Thunder Step (conjuration)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

The caster teleports and creatures within 10 ft must succeed on a Con. save or take 3d10 thunder damage.

View on dndbeyond.com
and Wind Wall (evocation)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

Create a 50-ft-long, 15-ft-high, 1-ft-thick wall of wind. Small flying creatures can't pass. Arrows and bolts are deflected.

View on dndbeyond.com
4thBanishment (abjuration)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Cha. save or be banished to a harmless demiplane (+1 creature/lvl).

View on dndbeyond.com
, Blight (necromancy)
Level: 4
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on a Con. save or take 8d8 necrotic damage (damage/lvl).

View on dndbeyond.com
, Dimension Door (conjuration)
Level: 4
Casting Time: 1 action
Concentration: No
Ritual: No

The caster and another creature of the same size are teleported to a maximum of 500 feet.

View on dndbeyond.com
, Ice Storm (evocation)
Level: 4
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 20-ft-radius, 40-ft-high cylinder must succeed on a Dex. save or take 2d8 bludgeoning damage and 4d6 cold damage.

View on dndbeyond.com
, Storm Sphere (evocation)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 20-ft-radius sphere must succeed on a Str. save or take 2d6 bludgeoning damage (damage/lvl).

View on dndbeyond.com
and Wall of Fire (evocation)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

Create a 60 x 20 x 1 ft wall of fire. Creatures inside or within 10ft of one side of the wall take 5d8 fire damage (damage/lvl).

View on dndbeyond.com
5thArcane Hand (evocation)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

Create a Large hand with a Strength of 26 that can strike (4d8 force damage), push, grapple, or protect (damage/lvl).

View on dndbeyond.com
, Cloudkill (conjuration)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 20-ft-radius sphere must succeed on a Con. save or take 5d8 poison damage (damage/lvl).

View on dndbeyond.com
, Cone of Cold (evocation)
Level: 5
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 60-ft cone must succeed on a Con. save or take 8d8 cold damage (damage/lvl).

View on dndbeyond.com
, Flame Strike (evocation)
Level: 5
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 10-ft-radius, 40-ft-high cylinder must succeed on a Dex. save or take 4d6 fire and 4d6 radiant (damage/lvl).

View on dndbeyond.com
, Immolation (evocation)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target within 90 ft must succeed on a Dex. save or take 8d6 fire damage and 4d6 fire damage thereafter.

View on dndbeyond.com
, Synaptic Static (enchantment)
Level: 5
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 20-ft radius must succeed on an Int. save or take 8d6 psychic damage.

View on dndbeyond.com
, Telekinesis (transmutation)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

Move a creature (Huge or smaller) or object (up to 1,000 pounds) by thought in case of successful contest.

View on dndbeyond.com
and Wall of Force (evocation)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

Create a physically insurmountable wall of force (ten 10-ft panels) immune to all types of damage.

View on dndbeyond.com
6thChain Lightning (evocation)
Level: 6
Casting Time: 1 action
Concentration: No
Ritual: No

Up to 4 different targets must succeed on a Dex. save or take 10d8 lightning damage (+1 target/lvl).

View on dndbeyond.com
, Disintegrate (transmutation)
Level: 6
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on a Dex. save or take 10d6+40 force damage (damage/lvl). An Large or smaller object is disintegrated.

View on dndbeyond.com
, Mass Suggestion (enchantment)
Level: 6
Casting Time: 1 action
Concentration: No
Ritual: No

Up to 12 targets must succeed on a Wis. save or follow the suggestion given by the caster (duration/lvl).

View on dndbeyond.com
, Scatter (conjuration)
Level: 6
Casting Time: 1 action
Concentration: No
Ritual: No

Up to 5 creatures are teleported (Wis. save if unwilling) within 120 ft.

View on dndbeyond.com
and Sunbeam (evocation)
Level: 6
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures on a 5-ft-wide, 60-ft-long line must succeed on a Con. save or take 6d8 radiant damage and be blinded.

View on dndbeyond.com
7thCrown of Stars (evocation)
Level: 7
Casting Time: 1 action
Concentration: No
Ritual: No

If the spell attack hits, 7 motes deal 4d12 radiant damage each (+1 mote/lvl).

View on dndbeyond.com
, Delayed Blast Fireball (evocation)
Level: 7
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 20-ft-radius sphere must succeed on a Dex. save or take 12d6 fire damage (damage/lvl).

View on dndbeyond.com
, Fire Storm (evocation)
Level: 7
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in ten 10-ft cube must succeed on a Dex. save or take 7d10 fire damage.

View on dndbeyond.com
, Forcecage (evocation)
Level: 7
Casting Time: 1 action
Concentration: No
Ritual: No

Creates a 20-ft cage or a 10-ft box of magical force that traps a creature. Escape by magicial means only.

View on dndbeyond.com
and Prismatic Spray (evocation)
Level: 7
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 60-ft cone must succeed on a Dex. save or take 10d6 damage of a randomly determined type.

View on dndbeyond.com
8thControl Weather (transmutation)
Level: 8
Casting Time: 10 minutes
Concentration: Yes
Ritual: No

Modify gradually the climatic conditions outdoors (precipitation, temperature and wind force).

View on dndbeyond.com
, Earthquake (evocation)
Level: 8
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 100-ft radius must succeed on a Dex. save or be knocked prone. Cause damage to structures.

View on dndbeyond.com
, Incendiary Cloud (conjuration)
Level: 8
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 20-ft-radius sphere must succeed on a Dex. save or take 10d8 fire damage.

View on dndbeyond.com
, Maddening Darkness (evocation)
Level: 8
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 60-ft-radius sphere of darkness must succeed on a Wis. save or take 8d8 psychic damage.

View on dndbeyond.com
and Sunburst (evocation)
Level: 8
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 60-ft radius must succeed on a Con. save or take 12d6 radiant damage and be blinded for 1 min.

View on dndbeyond.com
9thMeteor Swarm (evocation)
Level: 9
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 40-ft-radius sphere must succeed on a Dex. save or take 20d6 fire damage and 20d6 bludgeoning damage.

View on dndbeyond.com
, Prismatic Wall (abjuration)
Level: 9
Casting Time: 1 action
Concentration: No
Ritual: No

Create a multi-layered wall that inflicts different effects and damage depending on the layer.

View on dndbeyond.com
, Shapechange (transmutation)
Level: 9
Casting Time: 1 action
Concentration: Yes
Ritual: No

The caster takes the form of a creature he has seen at least once with a CR equal to its level or lower.

View on dndbeyond.com
and Storm of Vengeance (conjuration)
Level: 9
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 360-ft radius must succeed on a Con. save or be deafened and suffer various damage and effects.

View on dndbeyond.com

Drain Life#

6th-level Sanguine Mage feature.When your spell hits a living creature or they fail a save against your spell, you can tap into their life force. By expending one or more Hemorrhage Dice, you drain vitality from your target. Roll the Hemorrhage Dice and add your Constitution modifier to the result. The target takes this amount of necrotic damage, and simultaneously, you regain the same number of hit points. You can use this feature once per turn.

Crimson Sigil#

10th-level Sanguine Mage feature.You can inscribe a Crimson Sigil on a surface or object. This sigil is invisible and can only be seen by you. Inscribing a sigil takes 1 minute and you must complete a long rest before you can inscribe a new sigil. You can activate the sigil as a bonus action to produce one of the following effects in a 10 foot radius sphere around the sigil for 1 minute:
  • Sigil of Warding: Grants a +2 bonus to AC to allies within 10 feet of the sigil.
  • Sigil of Fury: When you deal damage to an enemy within 10 feet of the sigil, it takes an additional slashing damage.
  • Sigil of Fear: When an enemy comes within 10 feet of the sigil for the first time on a turn or starts its turn there, it must succeed on a Wisdom saving throw or become frightened for 1 minute. Frightened creatures can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
  • Sigil of Bloodbond: When an ally within 10 feet of the sigil takes damage, you can use your reaction to take half of that damage instead.

Sanguine Retaliation#

14th-level Sanguine Mage feature.When you take damage, you can use your reaction to expend one or more Hemorrhage Dice and force the attacker to make a Constitution saving throw. The attacker takes necrotic damage equal to the roll of your Hemorrhage Dice plus your Constitution modifier, or half as much on a success.
background image

Lifeweaver

Homebrew Hemomancer subclass for D&D 5e


Lifeweavers possess the unique ability to sacrifice their own life force to heal others, a trait inherent to their hemomantic magic. However, this gift comes with a significant limitation: Lifeweavers are completely unable to use their healing abilities to restore their own health under any circumstance. Their hemomantic powers are solely directed towards aiding their allies, leaving them without recourse for self-healing.

Dance with Death#

3rd-level Lifeweaver feature.When you have less than half your hit points, your healing spells also grant temporary hit points equal to your Constitution modifier (minimum 1). When you have less than a quarter of your hit points you gain temporary hit points equal to your hemomancer level at the start of your turn.

Expanded spell list#

3rd-level Lifeweaver feature.Lifeweavers possess the unique ability to sacrifice their own life force to heal others. However, this gift comes with a significant limitation: Lifeweavers are unable to use their healing spells or abilities to restore their own health.
Spell LevelSpells
CantripGuidance (divination)
Level: 0
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target can add 1d4 to one ability check of its choice.

View on dndbeyond.com
, Mending (transmutation)
Level: 0
Casting Time: 1 minute
Concentration: No
Ritual: No

Repair break or tear in an object (broken chain link, two halves of a broken key, torn cloak, leaking wineskin, etc).

View on dndbeyond.com
, Resistance (abjuration)
Level: 0
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target can add 1d4 to one saving throw of its choice.

View on dndbeyond.com
1stBless (enchantment)
Level: 1
Casting Time: 1 action
Concentration: Yes
Ritual: No

Up to 3 targets can add 1d4 to their attack roll or saving throw (+1 creature/lvl).

View on dndbeyond.com
, Ceremony (abjuration)
Level: 1
Casting Time: 1 hour
Concentration: No
Ritual: Yes

Perform a religious ceremony (bless water, give bonus to AC, ability check, saving throw, etc).

View on dndbeyond.com
, Cure Wounds (evocation)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

1 creature regains 1d8+Ability.Mod (+1d8 hp/lvl).

View on dndbeyond.com
, Healing Word (evocation)
Level: 1
Casting Time: 1 bonus action
Concentration: No
Ritual: No

1 creature regains 1d4+Ability.Mod (+1d4 hp/lvl).

View on dndbeyond.com
, Protection from Evil and Good (abjuration)
Level: 1
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target is protected (disadvantage on attack rolls) against aberrations, celestials, elementals, fey, fiends, and undead.

View on dndbeyond.com
, Purify Food and Drink (transmutation)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: Yes

Purified and rendered free of poison and disease nonmagical food and drink in a 5-ft-radius sphere.

View on dndbeyond.com
and Sanctuary (abjuration)
Level: 1
Casting Time: 1 bonus action
Concentration: No
Ritual: No

The protected creature forces a Wis. save to his aggressor in case of attack or offensive spell to no longer be the target.

View on dndbeyond.com
2ndCalm Emotions (enchantment)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 20-foot-radius sphere must succeed on a Cha. save or no longer be charmed/frightened, or be indifferents.

View on dndbeyond.com
, Healing Spirit (conjuration)
Level: 2
Casting Time: 1 bonus action
Concentration: Yes
Ritual: No

Creatures in touch with the spirit gain 1d6 hp (+1d6 hp/lvl).

View on dndbeyond.com
, Prayer of Healing (evocation)
Level: 2
Casting Time: 10 minutes
Concentration: No
Ritual: No

Up to 6 creatures regain 2d8+Ability.Mod (+1d8 hp/lvl).

View on dndbeyond.com
and Wither and Bloom (necromancy)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: No

You invoke life and death in a 10-foot-radius sphere centered on a point within range. Enemies take 2d6 necrotic damage and one ally can roll a hit dice to regain hp

View on dndbeyond.com
3rdAura of Vitality (evocation)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

One target in a 30-ft radius regains 2d6 hp.

View on dndbeyond.com
, Beacon of Hope (abjuration)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

Targets gain advantage on Wis. saving throws and death saving throws, and regain the maximum number of hp from healing.

View on dndbeyond.com
, Create Food and Water (conjuration)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

Create 45 pounds of food and 30 gallons of water, enough to sustain 15 humanoids for 24 hours.

View on dndbeyond.com
, Intellect Fortress (abjuration)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

A willing creature has resistance to psychic damage and advantage on Int., Wis. and Cha. saving throws (+1 creature/lvl).

View on dndbeyond.com
, Leomund's Tiny Hut (evocation)
Level: 3
Casting Time: 1 minute
Concentration: No
Ritual: Yes

Create a 10-ft-radius dome that can shelter and protect 9 Medium creatures with the caster.

View on dndbeyond.com
, Mass Healing Word (evocation)
Level: 3
Casting Time: 1 bonus action
Concentration: No
Ritual: No

Up to 6 creatures regain 1d4+Ability.Mod (+1d4 hp/lvl).

View on dndbeyond.com
and Protection from Energy (abjuration)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target gains resistance to one damage type (acid, cold, fire, lightning, or thunder).

View on dndbeyond.com
4thAura of Life (abjuration)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 30-ft radius gain resistance to necrotic damage and regain 1 hp when at 0 hp.

View on dndbeyond.com
, Aura of Purity (abjuration)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 30-ft radius can not become diseased, gain resistance to poison, and get advantage to various saving throws.

View on dndbeyond.com
, Death Ward (abjuration)
Level: 4
Casting Time: 1 action
Concentration: No
Ritual: No

When the target drops to 0 hp for the first time, it automatically returns to 1 hp.

View on dndbeyond.com
and Freedom of Movement (abjuration)
Level: 4
Casting Time: 1 action
Concentration: No
Ritual: No

Target's movement is unaffected by difficult terrain, spells or water.

View on dndbeyond.com
5thCreation (illusion)
Level: 5
Casting Time: 1 minute
Concentration: No
Ritual: No

Create a non-living object made of vegetable matter or mineral and no larger than a 5-ft cube (+5 ft/lvl).

View on dndbeyond.com
, Dispel Evil and Good (abjuration)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

End a condition (charmed, frightened, or possessed) or bannish a creature to its home plane (Cha. save).

View on dndbeyond.com
and Mass Cure Wounds (evocation)
Level: 5
Casting Time: 1 action
Concentration: No
Ritual: No

Up to 6 creatures regain 3d8+Spell.Ability.Mod (+1d8 hp/lvl).

View on dndbeyond.com
,
6thGuards and Wards (abjuration)
Level: 6
Casting Time: 10 minutes
Concentration: No
Ritual: No

Create a ward that protect a 50-ft square. Can set a password to immunize individuals.

View on dndbeyond.com
, Heal (evocation)
Level: 6
Casting Time: 1 action
Concentration: No
Ritual: No

1 creature regains 70 hp and are cured of diseases, blindness, and deafness (+10 hp/lvl).

View on dndbeyond.com
and Heroes' Feast (conjuration)
Level: 6
Casting Time: 10 minutes
Concentration: No
Ritual: No

Produce a feast for 12 guests that cures diseases, immunizes to poison and increases hp by 2d10 for 24 hours.

View on dndbeyond.com
7thRegenerate (transmutation)
Level: 7
Casting Time: 1 minute
Concentration: No
Ritual: No

The target regains 4d8+15 hp then 1 hp per round and its severed members are restored.

View on dndbeyond.com
8thClone (necromancy)
Level: 8
Casting Time: 1 hour
Concentration: No
Ritual: No

Create in 120 days the inert double of a living creature. If the original creature dies, its soul is transferred to the clone.

View on dndbeyond.com
9thMass Heal (evocation)
Level: 9
Casting Time: 1 action
Concentration: No
Ritual: No

Several creatures regain a total of 700 hp and are cured of diseases, blindness, and deafness.

View on dndbeyond.com
and Power Word Heal (evocation)
Level: 9
Casting Time: 1 action
Concentration: No
Ritual: No

The target regains all its hp and charmed, frightened, paralyzed, and stunned conditions end.

View on dndbeyond.com

Blood Infusion#

3rd-level Lifeweaver feature.You gain the ability to channel your own life force to heal others. As a bonus action, you can expend one or more Hemorrhage Dice to heal an ally within 30 feet. Roll the Hemorrhage Dice and add your Constitution modifier to determine the amount healed.
When you use your Hemorrhage Die for healing, you take damage equal to half the amount healed.

Crimson Bulwark#

6th-level Lifeweaver feature.When a creature you can see within 10 feet of you takes damage from an attack, you can use your reaction to become the target of the attack. You can choose to expend a Hemorrhage Dice to reduce the damage you take by the amount rolled.

Empowered Vitality#

10th-level Lifeweaver feature.As an action, you can empower a willing creature you can see within 30 feet of you and infuse them with hemomantic energy. The target gains temporary hit points equal to your hemomancer level plus your Constitution modifier (minimum of 1). Additionally, for the next minute, whenever the target makes a saving throw, they can add your Constitution modifier to the roll. Once you use this feature, you can't use it again until you finish a short or long rest.

Sacrificial Surge#

14th-level Lifeweaver feature.As an action, you can choose any number of creatures you can see within 60 feet of you, and expend hit points up to half your maximum hit points. Each chosen creature regains hit points equal to the total amount of hit points you expended, divided as you choose among them. Once you use this feature, you can't use it again until you finish a long rest.
Illustration: Midjourney
background image

Lifeweaver

Homebrew Hemomancer subclass for D&D 5e


Lifeweavers possess the unique ability to sacrifice their own life force to heal others, a trait inherent to their hemomantic magic. However, this gift comes with a significant limitation: Lifeweavers are completely unable to use their healing abilities to restore their own health under any circumstance. Their hemomantic powers are solely directed towards aiding their allies, leaving them without recourse for self-healing.

Dance with Death#

3rd-level Lifeweaver feature.When you have less than half your hit points, your healing spells also grant temporary hit points equal to your Constitution modifier (minimum 1). When you have less than a quarter of your hit points you gain temporary hit points equal to your hemomancer level at the start of your turn.

Expanded spell list#

3rd-level Lifeweaver feature.Lifeweavers possess the unique ability to sacrifice their own life force to heal others. However, this gift comes with a significant limitation: Lifeweavers are unable to use their healing spells or abilities to restore their own health.
Spell LevelSpells
CantripGuidance (divination)
Level: 0
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target can add 1d4 to one ability check of its choice.

View on dndbeyond.com
, Mending (transmutation)
Level: 0
Casting Time: 1 minute
Concentration: No
Ritual: No

Repair break or tear in an object (broken chain link, two halves of a broken key, torn cloak, leaking wineskin, etc).

View on dndbeyond.com
, Resistance (abjuration)
Level: 0
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target can add 1d4 to one saving throw of its choice.

View on dndbeyond.com
1stBless (enchantment)
Level: 1
Casting Time: 1 action
Concentration: Yes
Ritual: No

Up to 3 targets can add 1d4 to their attack roll or saving throw (+1 creature/lvl).

View on dndbeyond.com
, Ceremony (abjuration)
Level: 1
Casting Time: 1 hour
Concentration: No
Ritual: Yes

Perform a religious ceremony (bless water, give bonus to AC, ability check, saving throw, etc).

View on dndbeyond.com
, Cure Wounds (evocation)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

1 creature regains 1d8+Ability.Mod (+1d8 hp/lvl).

View on dndbeyond.com
, Healing Word (evocation)
Level: 1
Casting Time: 1 bonus action
Concentration: No
Ritual: No

1 creature regains 1d4+Ability.Mod (+1d4 hp/lvl).

View on dndbeyond.com
, Protection from Evil and Good (abjuration)
Level: 1
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target is protected (disadvantage on attack rolls) against aberrations, celestials, elementals, fey, fiends, and undead.

View on dndbeyond.com
, Purify Food and Drink (transmutation)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: Yes

Purified and rendered free of poison and disease nonmagical food and drink in a 5-ft-radius sphere.

View on dndbeyond.com
and Sanctuary (abjuration)
Level: 1
Casting Time: 1 bonus action
Concentration: No
Ritual: No

The protected creature forces a Wis. save to his aggressor in case of attack or offensive spell to no longer be the target.

View on dndbeyond.com
2ndCalm Emotions (enchantment)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 20-foot-radius sphere must succeed on a Cha. save or no longer be charmed/frightened, or be indifferents.

View on dndbeyond.com
, Healing Spirit (conjuration)
Level: 2
Casting Time: 1 bonus action
Concentration: Yes
Ritual: No

Creatures in touch with the spirit gain 1d6 hp (+1d6 hp/lvl).

View on dndbeyond.com
, Prayer of Healing (evocation)
Level: 2
Casting Time: 10 minutes
Concentration: No
Ritual: No

Up to 6 creatures regain 2d8+Ability.Mod (+1d8 hp/lvl).

View on dndbeyond.com
and Wither and Bloom (necromancy)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: No

You invoke life and death in a 10-foot-radius sphere centered on a point within range. Enemies take 2d6 necrotic damage and one ally can roll a hit dice to regain hp

View on dndbeyond.com
3rdAura of Vitality (evocation)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

One target in a 30-ft radius regains 2d6 hp.

View on dndbeyond.com
, Beacon of Hope (abjuration)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

Targets gain advantage on Wis. saving throws and death saving throws, and regain the maximum number of hp from healing.

View on dndbeyond.com
, Create Food and Water (conjuration)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

Create 45 pounds of food and 30 gallons of water, enough to sustain 15 humanoids for 24 hours.

View on dndbeyond.com
, Intellect Fortress (abjuration)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

A willing creature has resistance to psychic damage and advantage on Int., Wis. and Cha. saving throws (+1 creature/lvl).

View on dndbeyond.com
, Leomund's Tiny Hut (evocation)
Level: 3
Casting Time: 1 minute
Concentration: No
Ritual: Yes

Create a 10-ft-radius dome that can shelter and protect 9 Medium creatures with the caster.

View on dndbeyond.com
, Mass Healing Word (evocation)
Level: 3
Casting Time: 1 bonus action
Concentration: No
Ritual: No

Up to 6 creatures regain 1d4+Ability.Mod (+1d4 hp/lvl).

View on dndbeyond.com
and Protection from Energy (abjuration)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target gains resistance to one damage type (acid, cold, fire, lightning, or thunder).

View on dndbeyond.com
4thAura of Life (abjuration)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 30-ft radius gain resistance to necrotic damage and regain 1 hp when at 0 hp.

View on dndbeyond.com
, Aura of Purity (abjuration)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 30-ft radius can not become diseased, gain resistance to poison, and get advantage to various saving throws.

View on dndbeyond.com
, Death Ward (abjuration)
Level: 4
Casting Time: 1 action
Concentration: No
Ritual: No

When the target drops to 0 hp for the first time, it automatically returns to 1 hp.

View on dndbeyond.com
and Freedom of Movement (abjuration)
Level: 4
Casting Time: 1 action
Concentration: No
Ritual: No

Target's movement is unaffected by difficult terrain, spells or water.

View on dndbeyond.com
5thCreation (illusion)
Level: 5
Casting Time: 1 minute
Concentration: No
Ritual: No

Create a non-living object made of vegetable matter or mineral and no larger than a 5-ft cube (+5 ft/lvl).

View on dndbeyond.com
, Dispel Evil and Good (abjuration)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

End a condition (charmed, frightened, or possessed) or bannish a creature to its home plane (Cha. save).

View on dndbeyond.com
and Mass Cure Wounds (evocation)
Level: 5
Casting Time: 1 action
Concentration: No
Ritual: No

Up to 6 creatures regain 3d8+Spell.Ability.Mod (+1d8 hp/lvl).

View on dndbeyond.com
,
6thGuards and Wards (abjuration)
Level: 6
Casting Time: 10 minutes
Concentration: No
Ritual: No

Create a ward that protect a 50-ft square. Can set a password to immunize individuals.

View on dndbeyond.com
, Heal (evocation)
Level: 6
Casting Time: 1 action
Concentration: No
Ritual: No

1 creature regains 70 hp and are cured of diseases, blindness, and deafness (+10 hp/lvl).

View on dndbeyond.com
and Heroes' Feast (conjuration)
Level: 6
Casting Time: 10 minutes
Concentration: No
Ritual: No

Produce a feast for 12 guests that cures diseases, immunizes to poison and increases hp by 2d10 for 24 hours.

View on dndbeyond.com
7thRegenerate (transmutation)
Level: 7
Casting Time: 1 minute
Concentration: No
Ritual: No

The target regains 4d8+15 hp then 1 hp per round and its severed members are restored.

View on dndbeyond.com
8thClone (necromancy)
Level: 8
Casting Time: 1 hour
Concentration: No
Ritual: No

Create in 120 days the inert double of a living creature. If the original creature dies, its soul is transferred to the clone.

View on dndbeyond.com
9thMass Heal (evocation)
Level: 9
Casting Time: 1 action
Concentration: No
Ritual: No

Several creatures regain a total of 700 hp and are cured of diseases, blindness, and deafness.

View on dndbeyond.com
and Power Word Heal (evocation)
Level: 9
Casting Time: 1 action
Concentration: No
Ritual: No

The target regains all its hp and charmed, frightened, paralyzed, and stunned conditions end.

View on dndbeyond.com

Blood Infusion#

3rd-level Lifeweaver feature.You gain the ability to channel your own life force to heal others. As a bonus action, you can expend one or more Hemorrhage Dice to heal an ally within 30 feet. Roll the Hemorrhage Dice and add your Constitution modifier to determine the amount healed.
When you use your Hemorrhage Die for healing, you take damage equal to half the amount healed.

Crimson Bulwark#

6th-level Lifeweaver feature.When a creature you can see within 10 feet of you takes damage from an attack, you can use your reaction to become the target of the attack. You can choose to expend a Hemorrhage Dice to reduce the damage you take by the amount rolled.

Empowered Vitality#

10th-level Lifeweaver feature.As an action, you can empower a willing creature you can see within 30 feet of you and infuse them with hemomantic energy. The target gains temporary hit points equal to your hemomancer level plus your Constitution modifier (minimum of 1). Additionally, for the next minute, whenever the target makes a saving throw, they can add your Constitution modifier to the roll. Once you use this feature, you can't use it again until you finish a short or long rest.

Sacrificial Surge#

14th-level Lifeweaver feature.As an action, you can choose any number of creatures you can see within 60 feet of you, and expend hit points up to half your maximum hit points. Each chosen creature regains hit points equal to the total amount of hit points you expended, divided as you choose among them. Once you use this feature, you can't use it again until you finish a long rest.

AI Images

You came from a site that bans AI generated images so we have disabled AI images for you.
or


If you want to change these settings later, you can do so in the generative ai section on the about page.