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## Feats ### Blood Mage *Prerequisite: The ability to cast at least one spell*
You have learned the forbidden secrets of blood magic. You gain the following features: - Increase your Constitution score by 1, to a maximum of 20. - You can now prepare spells from the caedimancer spell list. You automatically learn the *lacerate* cantrip. Your spellcasting ability for these spells is determined by your spellcasting class. - As a bonus action, you can recover spells slots of 5th level or lower. You immediately suffer 1d8 damage per spell slot level recovered. - You can sacrifice your health to ignore required material components when casting a spell. You immediately suffer 1d8 damage per spell slot level cast. ### Maleficar *Prerequisite: Blood Mage feat*
Your depravity knows no bounds. Your dedication to learning the secrets of forbidden arts have unlocked the true power of blood magic. You gain the following features: - As a bonus action, you can recover spell slots of any level. You immediately suffer 1d8 damage per spell slot recovered. - You can sacrifice the health of any willing humanoid within 30 feet to ignore required material components when casting a spell. The creature immediately suffers 1d8 damage per spell slot level cast. - You can attempt to cast spells from another class's spell list. You must be able to cast spells at that spell's level. You immediately suffer 2d8 damage per spell slot level cast, and the spell slot is expended. Material components are still required unless you suffer an additional 1d8 damage per spell slot level cast. You can only sacrifice your own health to cast spells in this way. \pagebreak # Spells
### Caedimancer Spells ##### Cantrips (0 Level) - Lacerate ##### 1st Level - Crimson Javelin - Death Syphon ##### 2nd Level - Crimson Blade \columnbreak ##### 3rd Level - Blood Bond - Hemorrhage ##### 4th Level - Demon's Flight - Vile Feast ##### 5th Level - Devil's Tail - Walking Bomb \columnbreak ##### 6th Level - Kindred of the Vampire ##### 7th Level - Blood Oath ##### 8th Level - Virulent Walking Bomb \columnbreak ##### 9th Level - Clutch of Orcus
\pagebreak ## Spell Descriptions The spells are presented in alphabetical order. #### Blood Bond *3rd-level caedimancy* ___ - **Casting Time:** 1 minute - **Range:** Touch - **Components:** V, S, M (a drop of blood from both the caster and the target) - **Duration:** 8 hours ___ You create a bond between yourself and a willing humanoid. For the duration of the spell, any damage or healing dealt to you is divided between you and the bound creature. You can be bound to only one creature in this way. If you cast this spell on another creature, the effects of the previous casting end. #### Blood Oath *7th-level caedimancy* ___ - **Casting Time:** 10 minutes - **Range:** Touch - **Components:** V, S, M (parchment, an ink pen, and a vial of blood) - **Duration:** Until dispelled or triggered ___ You turn promises into more than just empty words. You create a binding magical contract between two willing humanoids. Either target may make a solemn vow to the other, usually a favor or task to accomplish. When both parties agree to the terms of the contract, the spell takes hold. If a target fails to uphold their end of the contract or acts in a manner directly counter to their given instructions, they die. A promisee can end terms of the contract early by using an action to dismiss them. A *wish* spell also ends it. #### Clutch of Orcus *9th-level caedimancy* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ You create a magical force that grips a creature's heart and begins crushing it. Make a ranged spell attack against a creature. On a hit, the target takes 15d10 necrotic damage and is stunned. On subsequent rounds, you can use your action to maintain the effect and deal 1d10 necrotic damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you. The target must make a Constitution saving throw at the end of each of its turns. On a successful save, the target is no longer stunned and the spell ends. If the target dies before the spell ends, their chest ruptures and bursts, and their smoking heart appears in your hand. If the target has already been primed by a caedimancy spell within the last minute, the target makes its saving throw with disadvantage. #### Crimson Blade *2nd-level caedimancy* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S, M (a vial of blood) - **Duration:** Concentration, up to 10 minutes ___ Blood stretches out from your hand and freezes into place. The blade is similar in size and shape to a rapier, and it lasts for the duration. If you let go of the blade, it draws back into your hand. You can produce the blade again as a bonus action. You can use your action to make a melee spell attack with the crimson blade. On a hit, the target takes 3d6 piercing damage. This spell can prime a target for other caedimancy spells. ***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd. #### Crimson Javelin *1st-level caedimancy* ___ - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S, M (a vial of blood) - **Duration:** Instantaneous ___ Blood stretches out from your hand and freezes into a long, thin javelin that you throw at a creature that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 piercing damage. This spell can prime a target for other caedimancy spells. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. #### Death Syphon *1st-level caedimancy* ___ - **Casting Time:** 1 reaction - **Range:** 60 feet - **Components:** V, S, M (an empty vial) - **Duration:** Instantaneous ___ You capture a dying creature's fleeting life energy for yourself. If a living creature dies within the range of the spell, you regain a number of hit points equal to 1d8 + your spellcasting ability modifier. Creatures without blood cannot be targeted by this spell. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. #### Demon's Flight *4th-level caedimancy* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (a wing of a bat) - **Duration:** 10 minutes ___ Massive, batlike wings grow from your back. You gain a flying speed equal to your walking speed for the duration. When the spell ends, you fall if you are still aloft, unless you can stop the fall. \pagebreak #### Devil's Tail *5th-level caedimancy* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (a scorpion tail) - **Duration:** Concentration, up to 10 minutes ___ You grow an almost skeletal tail with a hooked stinger on the end. The tail has a reach of 10 feet. You can use your action to make a melee spell attack with your stinger. On a hit, the target takes 2d6 piercing damage plus 5d6 poison damage, and the target must succeed a Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. #### Hemorrhage *3rd-level caedimancy* ___ - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S - **Duration:** Instantaneous ___ You reach out to a creature and turn their life energy against them, causing them to bleed from within. The target must make a Constitution saving throw. The target takes 5d10 necrotic damage on a failed save, or half as much damage on a successful one. Creatures without blood are unaffected by the spell. If the target has already been primed by a caedimancy spell within the last minute, the target makes its saving throw with disadvantage and suffers an additional 1d8 necrotic damage. This spell can also prime a target for other caedimancy spells. ***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. #### Kindred of the Vampire *6th-level caedimancy* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 10 minutes ___ You grow both claws and fangs that resemble that of a fabled vampire. You gain a climbing speed equal to your walking speed for the duration. You can use your action to make a melee spell attack against a creature with your claws. On a hit, the target takes 4d6 slashing damage and 2d6 necrotic damage, and you regain hit points equal to the amount of necrotic damage dealt. If the creature is grappled, incapacitated, restrained, or willing you can use your action to make a melee spell attack with your fangs. On a hit, the target takes 2d6 piercing damage and 4d6 necrotic damage, and you regain hit points equal to the amount of necrotic damage dealt. Creatures without blood are unaffected by the necrotic damage. This spell can prime a target for other caedimancy spells. ***At Higher Levels.*** When you cast this spell using a spell slot of 7th level or higher, the necrotic damage increases by 1d6 for each slot level above 6th. #### Lacerate *Caedimancy cantrip* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** S - **Duration:** Instantaneous ___ You slash at the air towards the target, cutting their flesh with a simple gesture. Make a ranged spell attack against the target. On a hit, the target takes 1d10 slashing damage. This spell can prime a target for other caedimancy spells. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). #### Vile Feast *4th-level caedimancy* ___ - **Casting Time:** 10 minutes - **Range:** Self - **Components:** V, S, M (the brain of a humanoid, which the spell consumes) - **Duration:** Instantaneous ___ You commit a crime against nature for your own benefit. This spell requires you to consume at least a portion of the brain of a humanoid. You become immune to being frightened and gain 2d10 temporary hit points. Additionally, you can spend at least 1 minute attempting to recall memories of the deceased. The DM determines your success based on information you are trying to recall. These benefits last for 24 hours. #### Virulent Walking Bomb *8th-level caedimancy* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** 1 round ___ You corrupt the blood within a creature and turn it into a nightmarish weapon. The target must make a Constitution saving throw. The target takes 10d10 acid damage on a failed save, or half as much damage on a successful one. At the end of your next turn it suffers an additional 2d10 acid damage on a failed save, or half as much on a successful one. If the target fails its saving throw, it is poisoned for the duration. Creatures without blood are unaffected by the spell. If the target dies before the spell ends, the creature explodes in a gory mess. All creatures within 15 feet react as if under the effects of the *walking bomb* spell cast at 5th level. If the target has already been primed by a caedimancy spell within the last minute, the target makes its saving throw with disadvantage and suffers an additional 1d8 necrotic damage. This spell can also prime a target for other caedimancy spells. ***At Higher Levels.*** When you cast this spell with a 9th level spell slot, the initial damage increases by 3d10. \pagebreak #### Walking Bomb *5th-level caedimancy* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** 1 round ___ You corrupt the blood within a creature. The target must make a Constitution saving throw. The target takes 6d10 acid damage on a failed save, or half as much damage on a successful one. At the end of your next turn it suffers an additional 2d10 acid damage on a failed save, or half as much on a successful one. If the target fails its saving throw, it is poisoned for the duration. Creatures without blood are unaffected by the spell. If the target dies before the spell ends, the creature explodes in a gory mess. All creatures within 15 feet suffer 2d10 acid damage. If the target has already been primed by a caedimancy spell within the last minute, the target makes its saving throw with disadvantage and suffers an additional 1d8 necrotic damage. This spell can also prime a target for other caedimancy spells. ***At Higher Levels.*** When you cast this spell using a spell slot of 6th level or higher, the initial damage increases by 1d10 for each slot level above 5th. \pagebreak ## Credit Many spells were inspired by the Dragon Age series and the D&D Book of Vile Darkness. Several spell names/descriptions are modified versions of spells from those sources.