Hemoturgist (3.5e Prestige Class)

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Hemoturgist[edit]

Hell that hurts… You go and stab me all over… Damn both of you… Divine judgement awaits heathens ignorant to the pain of others.
—Unknown Hemoturgist, Unknown


Blood. A valuable commodity for life. It is spilled daily on the fields, deserts, and jungles of combat. Yet only the most resourceful would think of using it to their advantage.

Becoming a Hemoturgist[edit]

Whatever your spellcasting ability was in your previous class is your most important ability for this class, as your Rituals and Bursts take their modifiers from whatever that ability is. Melee abilities like strength or agility, if you're using the weapon finesse feat, are important as well, as the Hemoturgist is primarily a melee class. Constitution could also be vital if you focus on taking blood points from your own hit points.

Entry Requirements
Alignment: Any.
Base Attack Bonus: +4 Base Attack Bonus.
Skills: 8 ranks in Knowledge(Arcana) or Knowledge(Religion).
Spellcasting: Divine or Arcane spellcasting required.
Table: The Hemoturgist

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Blood Point Maximum
Fort Ref Will
1st +0 +2 +0 +0 Blood Collection, Rituals 10
2nd +1 +3 +0 +0 Hemoturgic Burst 20
3rd +2 +4 +1 +0 30
4th +3 +5 +2 +1 Hemoturgic Restoration 40
5th +3 +5 +2 +1 Contagious Hemophilia 50
6th +4 +5 +2 +1 60
7th +5 +5 +2 +2 Impromptu Sacrifice 70
8th +6/+1 +6 +3 +2 80
9th +6/+1 +6 +3 +2 90
10th +7/+2 +7 +4 +3 Grand Hemoturgic Burst 100


Class Skills (6 + Int modifier per level)
Concentration, Knowledge(Arcana) or Knowledge(Religion), Spellcraft, Use Magic Device, Intimidate, Heal.

Class Features[edit]

All of the following are class features of the Hemoturgist.

Blood Collection: At 1st level, Every time the Hemoturgist attacks a living creature half of the damage dealt (rounded up) is added to the Blood Point pool. Hemoturgists gain blood from damage dealt around them, any damage dealt within a 15' radius of the Hemoturgist is collected at a 2 to 1 ratio (rounded down). The Hemoturgist can also collect blood points from themselves, as a standard action the Hemoturgist can pierce or slice their own skin and do any amount of damage to themselves. 1 point of damage to themselves transfers to 2 blood points into their pool. Blood points can be used for various things like casting spells, completing rituals, and healing. At the end of active combat, the blood point pool resets to 0.

Ritual: At 1st level, the Hemoturgist can perform rituals with blood collected over a combat. These rituals can buff the Hemoturgist, buff allies, or debuff opponents. They each have different costs and effects. You gain more rituals to use per level.

1st Level—Ritual of the Knight, Ritual of the Phalanx, Ritual of the Cavalier, Ritual of the Cavalry, Ritual of the Clutz, Ritual of the Circus.

3rd Level—Ritual of the Golem, Ritual of the Lighthouse, Ritual of the Falcon, Ritual of the Sloth.

6th Level—Ritual of the Plague, Ritual of the Blind.

Hemoturgic Bursts: At 2nd level, the Hemoturgist can transform the blood collected into magical energy, this energy can be used to cast certain offensive spells.

A Hemoturgist can cast certain spells using blood points. The spells cost 5 blood points per level starting at 0th level. Blood points can be used for spells from previous classes but they cost 5 blood points extra. 0th and 1st level spells are unlocked at 2nd level, 2nd level spells at 4th level, 3rd at 6th, and 4th at 8th. Choose your spells from the following list:

0th Level—Message, Light, Ghost Sound, Mage Hand.

1st Level—Burning Hands, Inflict Light Wounds, Shocking Grasp, Magic Stone,

2nd Level—Sound Burst, Inflict Moderate Wounds, Acid Arrow, Scorching Ray.

3rd Level—Lightning Bolt, Inflict Serious Wounds, Fireball, Searing Light.

4th Level—Hail Storm, Inflict Critical Wounds, Shout, Enervation.

Hemoturgic Restoration: At 4th level, a Hemoturgist can choose to instead heal themselves or allies with their blood points. 1 hit point costs 1 blood point. This ability can not be used in active combat but directly after, allowing the blood points to be used instead of going to waste.

Contagious Hemophilia: At 5th level, once per encounter, you can choose to, as a full action make a melee attack against a creature within range. Add 1d4 slashing/piercing/bludgeoning to a normal attack as well as 1d4 bleeding damage. All extra bleeding damage goes directly(do not half) to your blood point pool. Bleeding duration lasts for as many turns as you have Hemoturgist levels

Impromptu Sacrifice: At 7th level, Hemoturgists can choose, once per day, to sacrifice an enemy they just reduced to 0 hit points (This does provoke opportunity attacks). This gives them temporary blood points equal to half of their target's maximum health as well as any damage done to the chosen target that turn. These temporary blood points can be used as a free action and must be used that turn to activate any ritual within cost. This cost can dip into your normal blood points but must use all temporary blood points before dipping. Any unspent temporary blood points are removed at the end of that turn. Using this ability ends your turn.

Grand Hemoturgic Burst: At 10th level, the Hemoturgist can utilize their blood pool in a more direct way, choosing to expend all points currently collected on a focused explosion rather than on rituals or bursts. All creatures within a 30' radius of the caster take damage equal to half of the Hemoturgists current blood pool; that damage is reduced by half on a successful Reflex save. Any Creature that fails the reflex save must then make a follow up Fortitude save or have their blood sapped from them, taking an additional 1d8 blood damage that then refills the Hemoturgists pool (do not half this damage before adding it to your blood pool). Those that succeed the save are sickened for 2d4 rounds following the burst.


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