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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.

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