Hemomancer (3.5e Class)

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Hailing from the Onyx Spire, a school of forbidden and dark magic, come the bloody magicians known as the Hemomancers. These devilish spellcasters perform bloody rituals and feast upon the crimson of life in order to maintain their gruesome powers. Though vampires do dwell within the various ranks of the Hemomancers at the Spire, many of the practicioners are merely arcane spellcasters who have chosen a darker, more foul-mannered path for their magic. The twisted sorcerers that have sought out the blood magic of the Hemomancer are usually solitary creatures, living a life well outside the boundaries of civilization where they can practice their arts in peace.

Making a Hemomancer[edit]

Hemomancers are powerful arcane spellcasters, using their resevoir of gathered blood to fuel their powers. While blood magic definitely allows the Hemomancer to throw spells like any old sorcerer, the true horror is when they use the blood of another creature to manipulate and control it, a skill they are not shy of using. Although party members with an adversion of somewhat unholy rituals and noteably evil-minded magic might find it hard to work with the Hemomancers, the Blood Magi can prove to be a powerful comrade when their skills are required. Having a constant supply of blood is detrimental to the power of the Hemomancer, whether it be their own, or from someone else, which often prevents them from straying too far from a consistent supply of the red liquid fuel they need.

Abilities: Hemomancers require a high Intelligence to cast spells. A high Constitution and Charisma score is also benefitial, as it will help determine how deep of a Blood Pool they can pull from for certain tasks.

Races: Any race can train to become a Hemomancer, though most races frown on this style of magic considering its use of blood for power.

Alignment: Hemomancers may be of any non-good, non-lawful alignment, as their requirement for blood often relies on the use of a living creature for feeding their power.

Starting Gold: 2d4×10 gp (Average starting gold: 50gp).

Starting Age: Hemomancers age slowly due to the constant infusions of new blood into their system. Their age is classified as Complex, such as the Wizard.

Table: The Hemomancer

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spells per Day #Blood Powers
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +1 +0 +2 Animus Et Sangue, Blood Pool, Blood Powers, Bloodstained Glyph, Crimson Knowledge, Sanguine Vial 2 1 2
2nd +1 +1 +1 +2 3 2 2
3rd +1 +2 +1 +3 3 2 1 3
4th +2 +2 +1 +3 3 3 2 3
5th +2 +2 +2 +4 Bloodborne Servitor, Blood-bound Weapon 4 3 2 1 4
6th +3 +3 +2 +4 4 3 3 2 4
7th +3 +3 +2 +5 4 4 3 2 1 5
8th +4 +3 +3 +5 4 4 3 3 2 5
9th +4 +4 +3 +6 5 4 4 3 2 1 6
10th +5 +4 +3 +6 5 4 4 3 3 2 6
11th +5 +4 +4 +7 5 5 4 4 3 2 1 7
12th +6/1 +5 +4 +7 Evolved By Blood, Enhanced By Viscera 5 5 4 4 3 3 2 7
13th +6/1 +5 +4 +8 5 5 5 4 4 3 2 1 8
14th +7/2 +5 +5 +8 5 5 5 4 4 3 3 2 8
15th +7/2 +6 +5 +9 6 5 5 5 4 4 3 2 1 9
16th +8/3 +6 +5 +9 6 6 5 5 4 4 3 3 2 9
17th +8/3 +6 +6 +10 6 6 5 5 5 4 4 3 2 1 10
18th +9/4 +7 +6 +10 6 6 6 5 5 4 4 3 3 2 10
19th +9/4 +7 +6 +11 6 6 6 5 5 5 4 4 3 2 10
20th +10/5 +7 +7 +11 6 6 6 6 5 5 4 4 3 3 10

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Bluff (CHA), Concentration (CON), Craft (INT), Diplomacy (CHA), Heal (WIS), Hide (DEX), Intimidate (CHA), Knowledge Arcana (INT), Knowledge Nature (INT), Move Silently (DEX), Profession (WIS), Spellcraft (INT), Survival (WIS).

Hemomancer Class Features[edit]

Hemomancers are masters of blood. They train at the Onyx Spire to hone their vile craft, rivaling even infamous vampires in their taste for blood and gore. Where Sorcerers are born with magic in their blood, Hemomancers are taught how to use the crimson fluid as fuel for their diabolical abilities. Not only do their use blood to give their magic life, but they can control other creatures and even use their own blood as a weapon.

All of the following are class features of the Hemomancer.

Weapon and Armor Proficiency: Hemomancers, like most other spellcasters, suffer arcane spell failure when wearing armor or using shields and thus are not proficient in their use, but they are proficient with daggers, clubs, slings, sickles, quarterstaff, spears, scythes, and blowguns.

Spells: Hemomancers are trained spellcasters that use blood to fuel their power. Being that their magic is education based, their Intelligence score rules over their magic, but unlike Clerics and Wizards, their magic is stored in their blood. This allows Hemomancers to cast spontaneously with unprepared spells much like a Sorcerer. To learn or cast a spell, a Hemomancer must have an Intelligence score equal to at least 10+ the spell level. Because they don't use a book, like a Wizard, a Hemomancer must retain the knowledge of taught spells. A Hemomancer's known spells is equal to their class level plus their Intelligence modifier minus the spell level. . Hemomancers choose their spells from the Sorcerer and Wizard list, but are prohibited from selecting spells from the Conjuration and Illusion schools of magic. Because of the dark knowledge that persists throughout their magic, Hemomancers cast Necromancy and Divination spells, along with any spell containing the Negative Energy descriptor, at 1 caster level higher than normal. Meaning that a 3rd level Hemomancer would cast Necromancy spells as a 4th level caster.

Animus Et Sangue: Blood, it makes the body strong. It is the essence of every living being. The lessons at the Onyx Spire have trained the young Hemomancer to use the very blood in their veins, and in the veins of others, to perform mystical acts of sorcery that would otherwise be shunned in many cultures outside the Spire's dark walls. At the very heart of the teachings is the ritual known as Animus Et Sangue. By meditating upon the meaning of the Hemomancer's personal Bloodstained Glyph, the spellcaster is able to reach deep within their teachings to understand the crimson liquid better than anyone else around them. Usually done by using blood to draw the Glyph on a wall, floor, parchment, or table, and placing a candle either in front of or on top of it, the Hemomancer goes into a trance-like state where they are capable of recalling previously used powers and training. Much like how Clerics pray, Druids meditate, and Wizards read, this is how Hemomancers regain spent spells for the day. A Hemomancer must remain in this state for a number of minutes equal to 30 times the spell level they wish to regain for the day, with a minimum of 10 minutes spent in this state to restore 0-level spells. So, a Hemomancer that wishes to regain 5th level spells would have to perform the Animus Et Sangue for 2.5 hours, or 150 minutes, and this would restore all spells 5th level and lower. While performing the Animus Et Sangue, the Hemomancer may also decide to switch their Blood Powers if desired, replace known spells, and recharge their Blood Pool at a rate of one point per hour.

Blood Pool: Every Hemomancer learns to use blood as energy for special powers unique to their special breed of magic, they refer to this resevoir of fuel as their Blood Pool. When a Hemomancer uses one of their Blood Powers, or certain other abilities, they spend a point from their Blood Pool. Hemomancers figure out their Blood Pool by adding together their Constitution and Charisma modifiers. Unlike other spellcasters, who regain lost spells and abilities at the end of the day, Hemomancers must consume blood to refill their Blood Pool.

Blood Powers (Su): Upon learning the first stages of becoming a Hemomancer, students are taught about various Blood Powers that they can access by spending points from their Blood Pool. Using one of these unique powers forces the Hemomancer to spend a single point from their Blood Pool, and can be used as a standard action, unless otherwise noted. At first level, a Hemomancer may only focus on two of these per day, but may come to expand that amount as they delve further into their studies. Either by performing the Animus Et Sangue ritual, or by resting an hour or more, the Hemomancer my decide which powers to focus on at the moment.

  • Blood Powers List
    • Bleeding Mana: Magic comes from the essence held within blood, every Hemomancer knows this. Just sometimes, that magic can run a little dry. With this power, a Hemomancer can spend a point from their Blood Pool to restore one of their spells after it's been used. The level of spell restored cannot be higher than the Hemomancer's current Constitution modifier.
    • Bloodletting: Sometimes bad blood must be purged in order for a body to be made stronger. When this Blood Power is used, a Hemomancer can spend a single Blood Point, dealing 1d4 points of damage to themselves. But this is not done in vain. Once this ritual has been performed, the Hemomancer gains a bonus to Will Saves, Spell Resistance, and Fortitude Saves equal to two times their Constitution modifier.
    • Blood Hound: Obtaining the blood of another creature is easy enough, using it is the specialty of the Hemomancer. When a point from their Blood Pool is used on this ability, the spellcaster can use a single drop of blood to track and locate who it came from. They gain a bonus to their Listen, Spot, and Search skills equal to their Constitution modifier whenever they are looking for the owner of the blood they are tracking. Once the a Hemomancer gains this bonus for a specific target, they will always have it when searching for the source.
    • Bloody Augury: Once in a while, a spell just needs to hit harder than usual. Consuming a point from their Blood Pool, the Hemomancer can increase the caster level of their next spell by an amount equal to their Constitution modifier.
    • Bloody Bolts: This simple ranged touch attack delivers a number of small bolts of energized blood from the Hemomancer against a target up to 50 feet away. Each bolt deals 1d4 points of damage, with the damage counting as piercing, negative energy, and force for the sake of dealing damage. The spellcaster's Constitution modifier dictates how many of these tiny bloody spikes they can throw at a single time.
    • Boost to the Blood: Through infusing bodily tissue with magically altered blood, physical limitations can be briefly ignored. By expending a Blood Point, the Hemomancer can charge their own blood, or the blood of another through a touch, with magical enhancement for 1d6 rounds. This allows them to increase either Strength, Dexterity, or Constitution by a bonus equal to their Constitution modifier.
    • Crippled Cruor: The inverse of Boost to the Blood, this ability fills a target's body with exhaustion and dull agony. For 1d6 rounds, the target's Strength, Dexterity, or Constitution is reduced by a penalty equal to the Hemomancer's Constitution modifier. Using this requires a touch attack.
    • Eerie Glow: Who's afraid of the dark when you can create a lamp out of blood? By expending a Blood Point, the Hemomancer can transfer some of their magic into a pool of blood, causing it to glow with a vibrant yellow light. The maximum amount of blood they can affect with this Blood Power is limited to a number of cubic feet equal to their Constitution modifier.
    • Horrid Vines: True nightmare fuel as only a Hemomancer can perform it. This ability costs a single Blood Point, and allows the spellcaster to use the muscles, blood, and sinew of a target against themselves. When a subject steps within 10 feet of a Bloodstained Glyph, the Hemomancer can let loose a command word, dealing 1d6+1 points of damage to the creature as their body erupts with small cuts and fissures. From these tiny wounds, vines and webbing made from the target's own bodily tissues explode forth, wrapping around the creature and latching onto any solid surface within 5 feet. This nasty mess of gory vines acts as an Entangle spell for impeding movement, and although cutting the target free deals damage to the ensnared creature as if they were normally attacked, a healing spell will cause the vile tentrils of organic mass to fall away harmlessly.
    • Gore Armor: Although normally, when a Hemomancer wears armor it decreases their spellcasting abilities, but with this power, the Blood Magi can surround their body with a layer of gore capable of buffering them against attacks. When a point from the Blood Pool is spent on this power, the Hemomancer gains a natural AC bonus equal to their Constitution modifier for a number of rounds equal to their caster level.
    • Mist of Crimson: When you need to deter a target without outright killing them, a Hemomancer may spit out a fine mist of blood into the eyes of other creatures. When a single Blood Point is spent on this ability, the Blood Magi is capable of spewing a red mist in a 15 foot cone, blinding, stinging, and confusing anyone unfortunate enough to get stuck in the spray. The Fortitude Save DC is 10+ the Hemomancer's Constitution modifier, and any creature that fails to resist is considered blind and confused for 1d6 rounds, while taking 1d4+1 points of non-lethal damage for each of these rounds.
    • Mortal Transmission: Walking is slow, and remaining in a single place can be dangerous for something like a Hemomancer. As long as the spellcaster has drawn their Bloodstained Glyph on a surface, and have not strayed more than a mile away, they can spend a Blood Point to teleport to the Glyph. They cannot take other creatures with them when using this ability, and anything that would normally block a teleportation spell will prevent this from working.
    • Red Flames: Killing your target from the inside out; it's not about sending a message, it's about getting a point across. Targeting a victim within 50 feet, the Hemomancer spends a single Blood Point and their magic infuses with the vital liquid within their target, causing it to burn from within. This horrible attack deals 1d6+1 points of damage for a number of rounds equal to the Hemomancer's Constitution modifier, and is considered both fire and negative energy for the sake of dealing damage. The Fortitude DC to avoid this attack is 10+ the Hemomancer's Constitution modifier.
    • Stolen Eyes: When the Hemomancer possesses the blood of another creature, they have impressive control over that being. When Stolen Eyes is used, the Hemomancer spends a single point from their Blood Pool to use the sight, smell, touch, hearing, and taste of a creature they hold the blood of. This effect stays active for a number of rounds equal to the Hemomancer's Constitution modifier.
    • Summoning of Flesh: While Hemomancers cannot actively pursue the school of Conjuration, they can use the flesh and blood of a creature to make an undead clone of it. If the Hemomancer uses the blood, muscle, skin, or other tissue of a creature, and spends a Blood Point, they stand a chance of creating a version of that same being that possesses the Zombie template. This abomination remains active for a number of minutes equal to the Hemomancer's Constitution modifier, and the tissue used to create it is destroyed immediately upon using this Blood Power. A Concentration DC of 10+ the base creature's CR must be made in order to successfully create this undead monstrosity.
    • Unhallowed Healing: While some Hemomancer practices are mundane, the consumption of blood is seen by many to be unquestionably evil, and using that blood to restore your own vitality is unfathomly wicked in many civilizations. When using this Blood Power, the Hemomancer is able to pull health out of the wounds of others. By spending a single Blood Point, the Hemomancer enchants a single weapon or natural attack with a sort of vampiric regeneration, causing the wielder regaining a number of hit points equal to half of the damage dealt.
    • Violated Geas: Good help is always so hard to find, especially for hard-working Hemomancers. This Blood Power makes such a thing much easier for the vile spellcasters. When the Hemomancer gains the blood of another creature, they can spend a single Blood Point to forcibly take control of the other being. This victim may roll a Will Save DC equal to 10+ the Hemomancer's Constitution modifier in order to avoid this nasty trick. If they fail, the victim is subject to perform any simple-minded task requested of them by their new master for a number of minutes equal to the caster level of the Hemomancer. These commands can range from delivering a letter, answering questions, fetching water, opening a door, or just running naked through the forest. These commands cannot place the subject into immediate danger, or else they immediately wake up from this trance-like state.
    • Vital Transfusion: Understanding blood and flesh means more than causing death and destruction to living beings, as Hemomancers understand the value of sometimes keeping another creature alive. By spending a single point from their Blood Pool, the Hemomancer is able to stimulate the healing processes within the body, restoring lost health. When using this Blood Power, the Hemomancer can heal either themself or another creature by using a touch to an open wound. This restores a number of hitpoints equal to Xd4+X where X is represented by their Constitution modifier.
    • Wicked Mutation: Sometimes, being what you are is never enough, even for something as vile as a Hemomancer. If the Blood Magi possesses a tissue sample or a bit of blood from another creature, they can ingest it, spending a single Blood Point to temporarily gain a trait of the creature. This could be something like gaining the strength bonus of a troll, the speed of a cheetah, the flight of a bat, the gills of a fish, or the armored shell of a turtle. Lasting for a number of minutes equal to their Constitution modifier, the Hemomancer can become even more of a monster than they are thought to be, even if just for a short while.

Bloodstained Glyph: Before undertaking their first Animus Et Sangue, every Hemomancer must meditate for a whole day, reflecting on their life, past, future, and what they hope to accomplish through their studies. After doing so, they are to design a sigil, a symbol, a rune, or some other personal mark that has meaning to them. This mark is drawn in blood whenever it is used, and is a key factor in the Hemomancer's rituals as well as their identification. Knowing a Hemomancer's Bloodstained Glyph is the same as knowing their name, and is often used to communicate to others, or mark territory and property.

Crimson Knowledge: A Hemomancer studies blood to a point that they are unnervingly skilled at identifying creatures just by blood left behind, whether it be wet or dried. When rolling a Knowledge Nature check to indentify blood, the Hemomancer may add in their current caster level as a bonus to the roll. By using this skill, these foul spellcasters can identify a creature's race, age, gender, time of death, diet, and any diseases or poisons they are carrying. Once a creature is identified in this manner, the Hemomancer will be able to identify their blood without the need of further checks.

Sanguine Vial: A special item for Hemomancers. This item, gifted to them upon entering the path of the Blood Magi, holds 3 drinks of blood, which will never rot or dry while held within the ornate bronze bottle. For each drink of blood consumed from the Sanguine Vial, 1d4+1 points are restored to the spellcaster's Blood Pool. Using this vile occupies the same action as drinking a potion, and refilling it from a liquid source of blood (even the Hemomancer's own), takes 1 round per drink to refill.

Bloodborne Servitor (Ex): At 5th level, a Hemomancer is able to create a special, magical bond with a creature from the Sorcerer Familiar list. This creature must undergo a special ritual in order to become bound to the spellcaster. The Hemomancer must first procure the creature, then create a mixture of their blood combined with that of the creature, and immerse the creature into a shallow bath of this blood for 24 hours. During this process, the Hemomancer must mark the creature permanently with their Bloodstained Glyph. Once this is completed, the creature is bound forever to the Hemomancer and gains the Blooded One template. From this point on, it is treated as a familiar for the Hemomancer.

As a swift action, the Hemomancer may call or dismiss the Bloodborne Servitor, either causing the creature to vanish into or form out of the spellcaster's blood. Because of the shared blood, a unique transformation property is given to both the creature and the Hemomancer during the creation of the Servitor. Unless otherwise noted in the familiar's stats, these transformations can be used a number of times per day equal to the Hemomancer's Constitution modifier.

  • At Will: The Hemomancer may use the 5 senses of the Servitor to explore their surroundings.
  • As A Standard Action: The Hemomancer may take on a partial aspect of the Servitor, such as wings to fly, gills to breathe in water, fins to swim, claws to attack, but may only use a single trait at a time.
  • As A Full-Round Action: The Hemomancer can take the full shape and appearance of their servitor, morphing into an exact clone of their Bloodborn Servitor, and granting them any natural bonuses that creature would normally have.
    • These remain active as long as the Hemomancer desires, but they must wait 1d4 minutes before reactivating them between uses.

Due to the combination of the blood, the death of a Servitor causes great suffering to a Hemomancer. A Hemomancer that gets their Bloodborne Servitor killed is dealt a -4 penalty to Intelligence, Wisdom, and Charisma, and takes 1 point of Constitution damage every 4 hours until they either create a new Bloodborne Servitor, or die. As well, a Hemomancer who loses their trusted Servitor takes a 2 level penalty to their caster level until they reform the bond with another Servitor.

Blood-Bound Weapon (Ex): Those Hemomancers who don't desire keeping track of a Servitor may instead find themselves drawn to creating a special weapon for themselves. This weapon can take any shape, as long as it is not a ranged weapon, and the Hemomancer is proficient in its use. It must be hand-made by the Hemomancer over a 24-hour period, using blood, sinew, bones, guts, and other parts from once-living creatures. Once marked with the Bloodstained Glyph, and soaked in the crimson fluid of the Hemomancer, the weapon will bind itself to the blood and magic of the spellcaster.

When fighting with the Blood-Bound Weapon, the item is treated as a natural, magical, unholy, negative energy weapon for the sake of bypassing resistances and dealing damage. The weapon also gains a bonus to attack and damage equal to the Hemomancer's current Constitution modifier, and deals damage as if it were a single size larger than what it really is. Due to being bound with the Hemomancer's own body, the spellcaster can use the weapon to deliver spells, and when not in use, the weapon becomes one with the Hemomancer's flesh and blood, vanishing into their body.

Should the weapon ever break, the bond between the item and the Hemomancer becomes severed. When a Hemomancer breaks their Blood-Bound Weapon, it causes a -4 penalty to Strength, Dexterity, and Constitution, and suffers as if they are fatigued until the weapon is remade. A Hemomancer without a Blood-Bound Weapon also takes a -4 to attack and damage rolls until they are able to reforge a new weapon.

Evolved By Blood (Ex): When a Hemomancer reaches 12th level, the Servitor they gained becomes stronger through the connection by blood and magic. The Hemomancer may choose to take the Improved Familiar feat, even if they don't meet the requirements, or they may evolve their Servitor by applying one of the following templates: Ghoul , Flesh Golem , Vampire (Without Create Spawn) , or Bodak (Without Flashbacks). This decision can only be made once, and may not be altered during the remaining life, or unlife, of the Servitor.

Enhanced By Viscera (Ex): A Hemomancer that is using the Blood-Bound Weapon instead of the Servitor, gains the ability to further strengthen their handmade weapon of gore upon reaching 12th level. They may choose to add two of the following traits:

    • Flaming: Weapon deals Xd6+6 fire damage, where X is represented by the wielder's Constitution modifier.
    • Blood-Sucking: Whenever the weapon deals damage, it restores 1 spent Blood Point into the Hemomancer's Blood Pool.
    • Infectious: The weapon is diseased, causing 1d2 points of Strength, Constitution, and Charisma damage every minute to those it strikes. Fortitude Save DC is equal to 10+Hemomancer's Constitution modifier.
    • Vein-Breaking: When the weapon hits a target, it slices deeper than normal, rupturing importan veins. The creature takes Xd4 points of damage every round until healed, with X being equal to the Hemomancer's Constitution modifier.
    • Cold-Blooded: This weapon is absolutely chilling, dealing a massive Xd6+X points of frost damage with each hit, where X is the wielder's Constitution modifier.
    • Heart-Stopping: The magic and evil of this weapon draws it automatically towards the vital areas of a target. This enhancement doubles the critical threat range of the weapon.
    • Malignant: Flooded with evil energy, this weapon thirsts for the blood of those who stand against the Hemomancer. Every time this weapon deals damage, it gains a +1 to attack and damage, up to a maximum of +10. This bonus fades at a rate of 1 point every 2 rounds.
    • Bloody Mess: Seeking as much carnage as possible, this weapon an extra die for it's base damage, and the critical hit damage multiplier is increased by one.
    • Unseen Violence: Once per day, while holding the weapon, the Hemomancer can briefly turn invisible for a number of rounds equal to their Constitution modifier.
    • Lasting Mark: When a target is struck by this weapon, the Hemomancer gains a +5 to any roll made to search for and locate the victim.


A Hemomancer that for some reason repents their choices and seeks to get off the Blood Magi path, will discover that they are no longer able to use their Blood Points or draw power from the Blood Pool. Also, any Servitor or Blood-Bound Weapon will immediately be lost upon straying from the wicked ways of the Hemomancer.

Campaign Information[edit]

Playing a Hemomancer[edit]

Religion: Religion is a falacy to Hemomancers. They understand power, blood, and knowledge. Gods offer questions with no answers. Hemomancers that come from a religious background, or end up following a deity, are usually from one of the gods of death or war.

Combat: Hemomancers are spellcasters through-and-through. They do not stand up front and stab at things, but prefer to keep back where they can use their magic to control the battlefield. When things get out of hand, they either ramp up the Blood Point useage, or aim to cause fear and panic in those opposing them. While blood and pain are everyday life to the Hemomancer, being killed before their personal goals can be reached tends to be unfavorable.

Advancement: When seeking to better themselves, Hemomancers usually look for ways to improve either their spellcasting or their lifespan. They don't shun vampirism or lichdom like others might, where they could spend an entire era finding out the secrets and knowledge they desire to unlock. Many will learn other classes that will teach them time manipulation, or physical transmutations, but most prefer to keep improving their spellcasting abilities, usually through Warlock, Wizard, Witch, or Alchemist classes.

Hemomancers in the World[edit]

Noble blood? You say you are of noble blood? Ha! Let us see how noble that blood is when it's boiling in your veins, silly prince.
—Grava Illan, Half-Elf Vampire Hemomancer

Characters who pursue the Hemomancer path are usually quiet and reserved, not wanting to have the outside world interrupt their studies and personal endeavors. They understand what society thinks of their magic, but to them it is a quest for information that no one else is willing to touch. For the Hemomancer, power through blood is a means to an end, but not always to sole purpose of their studies. Alchemists, Healers, and others who occasionally deal with medical situations have been known to seek out Hemomancers when experience and experiments with blood are required. This does not mean that Hemomancers are in any form good, model citizens at all, as they usually only help others as long as it suits their own purposes, or has a chance to expand their knowledge. If one wants to collaberate with a Hemomancer on a task, they must be willing to give and take, as well as stimulate the spellcaster's personal desires for knowledge and understanding. For the Blood Magi, someone's usefullness or their death could all be as simple as a drop of blood used the wrong way.

Daily Life: Hemomancers spend their time studying new ways to use the blood and bodies of others, and when they aren't doing that, they are looking for new sources of fuel for their magic. They prefer the peace and quite of nature over the hussle and noise of large cities, as it is both good for their concentration and keeping a low profile.

Organizations: While most Hemomancers are schooled at the Onyx Spire, in the world beyond the evil tower, they often live in solitude where they can study and practice in peace. When they do meet up, they call for a Crimson Web, essentially a planned gathering in an isolated location.

NPC Reactions: NPCs will often react as though the Hemomancer is a wizard or sorcerer, until they witness the bloody rituals or abilities of the spellcaster, at which they will respond with disgust and might even refer to the character as a vampire or ghoul.

Hemomancer Lore[edit]

Characters with ranks in Knowledge Arcana can research Hemomancers or Blood Magi to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge Arcana
DC Result
5 Hemomancers, or Blood Magi, come from the Onyx Spire, a school of corrupt and vile magic.
10 While they are mistaken for vampires, many Hemomancers are not undead, yet.
15 The specific Hemomancer associated with a certain Bloodstained Glyph.
20 Figuring out the real identity and name of a Hemomancer by the look of their Bloodborne Servitor.

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