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# Blood Magic Through years of searching and dedication, or just dumb luck, you have learned the secrets of blood magic. When you gain this feat, you gain the ability to cast spells using your own blood and life essence. You can only cast spells using your blood while under the effects of Blood Casting. You can use Blood Casting 3 times per long rest and it requires a bonus action to activate. While Blood Casting is active, you know the spells ***Shattered Blood***, ***Bloody Needle***, ***Drain Life***, ***Hemorrhage*** and ***Devour Essence***. These spells are prepared while Blood Casting is active and do not count against the number of spells you know or have prepared. ### Blood Dice While **Blood Casting** is active and you cast a spell using your blood, roll 2d8 per spell level of the spell cast, these are known as **Blood Dice**. You take necrotic damage equal to the number rolled and your maximum health is reduced by an equal amount. This damage does not cause concentration saving and ignores immunity and resistances. Maximum health reduced in this way can only be restored by completing a long rest or the use of certain Blood Magic specific spells. Regardless of whether or not the full cost of the spell is fueled by your blood, the secrets of blood magic stay with you. You can also substitute your blood for the material components of spells. Roll 1 **Blood Die** (1d8) you take necrotic damage equal to the number rolled and treat the spell as if all material components have been met. You may do this regardless of whether or not you have **Blood Casting** active. >##### Optional Ruling: Casting Spells with Blood Dice causes Concentration Saving Throws made with advantage ### Spells #### Shattered Blood *1st-level necromancy* ___ - **Casting Time:** 1 reaction - **Range:** 5 feet - **Components:** S - **Duration:** Instantaneous *Can only be cast while under the effects of **Blood Casting** and after being damaged by a melee attack. If cast using **Blood Dice**, you take a quarter (rounding up) of the damage you normally would.* During your studies of blood magic, you have found a way to temporarily crystallize your blood. After you are hit with a melee attack, you can shoot out shards of crystallized blood at your attacker. You make a melee spell attack, if it hits, the target takes 2d4 piercing damage and makes a wisdom saving throw against your spell DC. On a failed save, they have disadvantage on attacks made against you until the end of their next turn. #### Bloody Needle *1st-level necromancy* ___ - **Casting Time:** 1 action - **Range:** 15 feet - **Components:** V, S - **Duration:** Instantaneous *Can only be cast while under the effects of **Blood Casting** and can only be cast using **Blood Die**.* Compressing your spilled blood into a sharp point, you launch it from the ground towards your adversary. Make a ranged spell attack against a character within range. They take 3d6 piercing damage on a hit. **At higher levels:** At 2nd level or higher, you can target one additional character per spell level above 1st that is within 15ft of the previous target. Characters can only be targeted by this spell once per casting. #### Drain Life *2nd-level necromancy* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Instantaneous *Can only be cast when under the effects of **Blood Casting**. Can only be cast using **Spell Slots**.* You repair the damage your spells have done to your by ripping the very life from your foes. One creature you can see within makes a constitution saving throw. On a failure, the target takes 2d8 necrotic damage, your maximum HP is restored by an amount equal to the damage dealt and you heal an amount of hit points equal to half (rounded down) the damage dealt. On a successful save, the target takes half the damage (rounded down), and you do not heal. **At higher levels:** When cast at 4th level or higher, increase damage dealt by 1d8 per level above 3rd. \pagebreakNum #### Hemorrhage *4th-level necromancy* ___ - **Casting Time:** 1 action - **Range:** 60 feet (20 ft Cylinder) - **Components:** V, S - **Duration:** Concentration, up to 1 minute *Can only be cast while under the effects of **Blood Casting**.* Your blood curses the ground , air and water of the affected area, boiling the blood of creatures within it. When you cast this spell, curse an area you see within 60ft of you. When a creature enters the cursed area they take 6d6 necrotic damage, as well as at the beginning of each turn they start in the cursed area. When a creature would take damage form this spell, they can make a constitution saving throw. On a successful save, they take half damage. **At higher levels:** When cast at 5th level or higher, the damage increases by 2d6 per level above 4th. #### Devour Essence *9th-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous *Can only be cast while under the effects of **Blood Casting**. Can only be cast using **Spell Slots totaling 9 levels** and **Blood Dice** together.* With your body wrecked and beaten from numerous injuries recently obtained, you reach out with your magic one final time, firing streams of necrotic energy from your hand towards the target. As the energy connects, you feel yourself getting stronger, old wounds healing and your life being restored. You look at what remains of your enemy, a pile of ash and skeletal remains resting inside a suit of armor. Make a ranged spell attack. The victim takes 14d6 of necrotic damage and makes a dexterity saving throw. On a success, they take half damage. If this would kill them, your maximum health is restored to its normal amount, then you heal half your maximum health and restore spell slots equaling a total of 5 levels. **9th level Spell Slot:** When cast using using a 9th level spell slot, as opposed to a combination of lower leveled spell slots, the damage increases from 14d6 to 18d8, and you regain spell slots totaling 7 levels instead of 5. ### Items #### Hemomantic Band *Ring, Very Rare* *Requires attunement* *This silver ring is warm to the touch and inlaid with crimson streaks that steadily glow and pulsate, making the ring feel like it has a heart beat.* +2 to Constitution, up to maximum of 20. Your Maximum Health is increased by an amount equal to 4 x your Constitution Modifier (minimum of +4) **If you have the Blood Magic feat:** You can take half damage *(rounding up)* from your Blood Dice when using them to cast a spell or replace a spell's material components. \columnbreak #### Robes of the Blood Magi *Wondrous Item, Legendary* *Requires attunement by a wizard, warlock, druid or sorcerer* *The design on this crimson robe has an eerie resemblence to the layout of the wearers blood vessels.* +2 to Constitution, up to a maximum of 20. **If you have the Blood Magic feat:** When casting a spell with **Blood Dice**, you can add half the initial roll of your **Blood Dice** to the spell's damage.