Hemomancy Compendium

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Hemomancy Compendium

Index

Hemomancer Class: Page 3

Subclasses: Page 6

College of Strings Bard: Page 10

Domain of Blood Cleric: Page 11

Circle of Roses Druid: Page 12

School of Hemomancy Wizard: Page 13

Spells Known by Class: Page 14

Spell List: Page 18

Tarot Deck: Page 30

Items: Page 31

Deities: Page 35

Warning to DMs

Adding hemomancy spells into your campaign will give casters a substantial amount of additional resources. Learning even 1 hemomancy spell will give them more options after they have spent all their spell slots. Keep this in mind before allowing them.

What has Blood

Certain spells, items, and features require the caster or other creatures to have blood. The DM always has the final say of what creatures do and do not have blood. Rather than saying all undead, constructs, and elementals do not have blood, the DM may choose to make exceptions for vampires, flesh golems, genashi, or other creatures that can be interpreted to have blood. The DM may even say certain blood is unusable, for example the blood of an Aberration is too different than normal blood to be used. In addition, blood coagulates 10 minutes after death, and dies 1d4 days outside a body if not properly stored.

Hemomancer

A crimson mist flows out from a crowd, as a gaunt dragonborn absorbs the crimson nectar. In an instant, the husks are beset upon by the lord's spawn, pining for scraps of their master's fresh kills.

The blood of an intruder fills a bucker, as the elf soaks the ground in red. The grove returns to life with flowers and fruits as the morbid garden blossoms.

Her arm gushing, the orc places her hand over it. In an instant, the wound is replaced with a layer of crimson metal. The soldiers gather around, each presenting fresh cuts.

Hemomancers are able to harness the magic of blood, a life-giving fluid that hides raw power coursing through their veins. Through their profound understanding and manipulation of blood, Hemomancers can shape weapons, mend or corrupt the flesh of others, or even tug upon the threads that bind existence. It is said that those who master hemomancy hold a key to understanding the intricate connection between life, magic, and the very fabric of the cosmos.

Life Magic

Every living creature has potent life-giving liquid coursing through their veins. Hidden within, is the primordial energy that invigorates, heals, and nurtures. By tapping into this energy Hemomancers are able to wield magic altered by its cost. Shields, armor, and bolts of raw magic were the basis of early hemomancy spells, recreating them with a coagulated texture as sharp and durable as iron. Through experimentation, it was found blood could become as toxic as poison, corroding as acid, or influential as strong hormones. The flesh was as easy to warp as clay with this gruesome art, creating facsimiles of living creatures, or reshaping the very bodies a caster uses.

The principle of blood magic is simple: nothing is free, everything has a cost. Each spell learned always requires an amount of raw life energy from its caster. Reckless casters that squeeze every last drop of energy from their veins fall anemic long before their battle has been won. As a result, martial combat is all but unavoidable to any who practice such a costly fighting method. From measly daggers to mighty hammers, hemomancers prefer to wield steel before spending blood. Most armor is avoided to allow as much bodily freedom when casting their spells as possible. You'll often see a Hemomancer bleed as much as their opponent.

Morbid Practitioners

Through constant exposure to blood that one can awaken to its magical potential. Almost all hemomancers will find their previous occupation filled with constant wounds, be it their own or others. Soldiers, torturers, doctors, or other professions surrounded by blood gain an innate sense for the life energy. As they master their craft, they learn more unique forms of blood magic.

Because of this morbid method of magecraft, hemomancers reek of death. Few people are drawn to the practice, let alone its practitioners. Those that walk this crimson path of life will find solitude their closest friend, and fear your most common greeting.

Crimsa by Palamarchuk Mikhail on Artstation
Hemomancer
Level Proficiency Bonus Features Spell Level
1st +2 Blood Type Feature, Blood Magic 1
2nd +2 Fighting Style, Accelerated Metabolism 1
3rd +2 Blood Rite 2
4th +2 Ability Score Improvement 2
5th +3 Extra Attack 3
6th +3 Blood Type Feature 3
7th +3 4
8th +3 Ability Score Improvement 4
9th +4 5
10th +4 Blood Type Feature 5
11th +4 Blood Rite Improvement 6
12th +4 Ability Score Improvement 6
13th +5 7
14th +5 Blood Type Feature 7
15th +5 8
16th +5 Ability Score Improvement 8
17th +6 9
18th +6 Blood Rite Improvement 9
19th +6 Ability Score Improvement 9
20th +6 Blood Bank 9

Creating a Hemomancer

All hemomancers have come across blood commonly in their life in order to learn the art. When writing the backstory for your character, decide what was the source of your exposure to blood and how did it shape your form of hemomancy. Does your magic come from arcane research, divine blessings, or a bond with nature? Is life precious or worthless to your character? What does it say about them that they are willing to sacrifice their own life force to wield magic?

Blood magic is a very macabre art, and draws the ire of most that learn you're a practitioner. Do you hide your magic or embrace it publicly? Do you rely on your party for social interactions? Are there connections with people tolerant of your gruesome magic?

Quick Build

You can make a hemomancer quickly by following these suggestions. First make Constitution your highest ability score, followed by Strength. Second choose the criminal background. Third, choose the following 1st-level spells: blood bolt, and plasma shield.

Class Features

As a hemomacner you gain the following features.

Hit Points

Hit Dice: 1d8 per hemomancer level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per hemomancer level after 1st

Proficiencies

Armor: Light armor, medium armor

Weapons: Simple weapons, martial melee weapons

Tools: None

Saving Throws: Constitution, Charisma

Skills: Choose two from Arcana, Deception, Intimidation, Nature, Persuasion, Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) leather armor or (b) a chain shirt
  • (a) a longsword or (b) a pike
  • (a) a scholar's pack or (b) an explorer's pack
  • (a) a component pouch or (b) an arcane focus

Blood Magic

The Hemomancer table shows the highest level you can cast a Hemomancer spell up to. To cast one of these hemomancer spells, you must spend a number of hit dice equal to the spell's level or higher.

For example, when you are 3rd level, to cast the 1st-level spell blood bolt, you can spend one hit die to cast it at 1st-level, or two hit dice to cast it as a 2nd-level spell.

Spells Known of 1st Level and higher

You know a number of hemomancer spells equal to your constitution modifier + half your hemomancer level, rounded down (minimum of one spell). The Spell Level column of the Hemomancer table shows the highest level spell you can choose. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the hemomancer spells you know and replace it with another hemomancer spell, which also must be of a level equal to or less than the Spell Level column of the Hemomancer table.

Spellcasting Ability

Constitution is your Spellcasting ability for your Hemomancer Spells, since your magic is drawn from your body's vitality. You use your Constitution whenever a spell refers to your spellcasting⁠ ability. In addition, you use your Constitution modifier when setting⁠ the saving throw DC for a Hemomancer spell you cast and when making an Attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Constitution modifier

Spell attack modifier = your proficiency bonus + your Constitution modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your hemomancer spells.

Blood Type

At 1st level, you choose your blood type that reveals your unique bloodline ability: Crimson King, Impaler, Iron Maiden, or Ripper, all detailed at the end of the class description. You choice grants you features at 1st level and again at 6th, 10th, and 14th.

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Defense While you are wearing armor, you gain a +1 bonus to AC.

Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Accelerated Metabolism

At 2nd level, you have learned to increase the rate at which your body naturally recovers its energy. Regain all hemomancer hit dice when you take a long rest. Once per day, when you finish a short rest after spending hit dice to regain hit points, you can regain hemomancer hit dice equal to half your hemomancer level (rounded up).

Blood Rite

Starting at 3rd level, touch the corpse of a creature that has been dead for no longer than 10 minutes, and drain the vital energy from them over the course of 1 minute. Gain the following benefit depending on the creaure type of the target:

  • Aberration: Gain Telepathy 30 feet. as a language.
  • Beast: Increase your speed by 10 feet.
  • Celestial: You have resistance to necrotic and radiant damage.
  • Dragon: When you aren’t wearing armor, your base AC is 14 + your Dexterity modifier.
  • Fey: You can cast disguise self at will.
  • Fiend: You have resistance to fire, cold, and lightning damage.
  • Giant: Increase your size by one category.
  • Humanoid: You have advantage on Strength checks.
  • Monstrosity: You can cast alter self at will.

These effects last 1 day, you end it as a bonus action, or you use this feature again. At 11th level, you can spend 1 minute to gain the effects of a previously drained creature type. At 18th level, the effect does not end when you use this feature again.

Ability Score Increase

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Blood Bank

When you reach 20th level, your body has begun producing an abundance of blood to draw upon. Gain 20 hit dice.

Blood Type Crimson King

War and bloodshed marks the rule of a crimson king. These tyrants command legions to their deaths, as execution to any who resist their reign. So much blood is spilled in their name, they have discovered the secrets of Hemomancy from gazing at the mound of corpses that lay at their feet. Truly ironic, that the greatest secret of blood magic, the creation of life, is known only to those that would march it off to die.

Crimson Court

When you choose this blood type at 1st level, you awaken to your command over blood soldiers. As an action, you can spend a number of hit dice up to the highest level spell you can choose on the Spell Level column of the Hemomancer table. Choose one of the following options for what you create:

  • Create a crimson pawns (p. 44) for each hit die spent.
  • Create a crimson rooks (p. 43) for every 2 hit dice spent.
  • Create a crimson knights (p. 43) for every 3 hit dice spent.
  • Create a crimson bishops (p. 42) for every 4 hit dice spent.
  • Create a crimson queen (p. 42) if you spend 5 hit dice.

Each creature appears in an unoccupied space within 10 feet of you. On each of your turns, you can use a bonus Action to mentally comma⁠nd one or more creatures created this way if they are within 60 feet of you. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

Each creature disappears when it drops to 0 hit points, after 8 hours, or when you lose your concentration (as if you were casting a concentration spell)

Promotion

At 6th level, as an action, touch a creature created with the crimson court feature, and polymorph it into a creature with "crimson" in its name that is 1 CR higher, but no higher than the highest level spell you can choose on the Spell Level column of the Hemomancer table. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.

Royal Tribute

Beginning at 10th level, the blood of your subjects become offerings onto your throne. When a creature created with your crimson court feature dies within 30 feet of you, regain 1 hit die.

Elite Guard

When you reach 14th level, your blood now produces higher quality soldiers. When you create a creature with the crimson court feature, the creature adds your proficiency bonus to its attack rolls and their attacks are treated as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

The Crimson King as illustrated by Michael Whelan

Blood Type Impaler

Bloodshed is most common on the battlefield, and there is no better bloodshed found than at the end of your steel. Impalers are children of war that have drunk deep from the pleasures of rending flesh and bone, and are found thirsting for more. Where many see war as a place of death or glory, these horrifying warriors anticipate a feast.

Blood Thirst

Beginning at 1st level, freshly shed blood from the end of your weapon closes your wounds. While you have half your maximum hit points rounded up or less, your melee weapon attacks deal an additional 1d8 necrotic damage and you regain hit points equal to the necrotic damage dealt.

Feeding Frenzy

At 6th level, Hunger drives body to break its natural limits momentarily. You can spend a bonus action to move up to half your speed towards a hostile creature and make a melee weapon attack. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.

Gruesome Display

Beginning at 10th level, when you reduce a hostile creature to 0 hit points, you can perform a horrific show of their death. Each hostile creature of your choice within 60 feet of you must make a wisdom saving throw against your Hemomancer DC or become frightened by you until the end of your next turn.

Starving Onslaught

When you reach 14th level, you can enter a forced state of starvation, driving your body beyond its limits to survive. Reduce your hit points to 1, until the end of your turn, when you hit a creature with a melee weapon attack, you can make an additional melee weapon attack against the same target. You can't use this feature again until you finish a long rest.

Dracula by GENZOMAN on Deviantart

Blood Type Iron Maiden

Pain is the tool that controls the mind. Death is mercy, and you have nothing but spite. Torturers often awaken to the magical potential of blood. Their workshops being bathed crimson inspires a grim addiction to the sensation of life coating their skin. They've mastered coagulating blood, to both keep their victim from bleeding out, and hold tightly to the feeling of life staining their flesh.

Violent Wound

Starting at 1st level, spikes of blood erupt from your open wounds. When you take bludgeoning, piercing, or slashing damage deal 1d4 piercing damage to a creature within 5 feet of you. The piercing damage increases by 1d4 when you reach 6th level (2d4), 10th level (3d4), and 14th level (4d4).

Wounded Armor

At 6th level, layer yourself in your own coagulated wounds. While you are missing hit points, you can spend a bonus action to gain a number of temporary hit points equal to your hemomancer level. While you have these temporary hit points, gain resistance to bludgeoning, piercing, and slashing damage. These temporary hit points last 1 minute. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.

Blood Bath

Beginning at 10th level, you can absorb the blood of your foes to close your wounds. When a creature dies within 10 feet of you, regain 1d8 hit points. The healing increases by an additional 1d8 hit points for each size category larger than medium the creature is.

Cruel Embrace

When you reach 14th level, you can spend an action to unleash a torrent of blood spikes from the wounds covering your body. Each creature within 10 feet of you must make a Dexterity saving throw against your hemomancer spell save DC. A target takes piercing damage equal to your missing hit points on a failure, or half as much on a success. You cannot use this feature again until you finish a long rest.

Imprisoner by Shabnamnek on deviantart

Blood Type Ripper

Among criminals and outlaws are those few deranged individuals who paint cities red with the blood of their victims. They hide themselves in mists of blood, confusing witnesses and eluding identification. The most skilled of these killers are able to slaughter half a dozen in an instant.

Open Wound

Starting at 1st level, when you deal piercing or slashing damage to a creature, it must succeed on a Constitution saving throw against your hemomancer DC or you wound it. At the start of each of a wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it. Any creature can take an action to stanch the wound with a successful Medicine check against your Hemomancer DC. The wound also closes if the target receives magical healing. This feature’s necrotic damage increases to 1d6 when you reach 6th level, 10th level (1d8), and 14th level (1d10).

Vanish

At 6th level, spend a bonus action to hide yourself in a mist of blood, becoming invisible until the start of your next turn, you make an attack, or you cast a spell. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.

Adrenaline Rush

Beginning at 10th level, once per turn, when you reduce a creature to 0 hit points with a weapon attack, gain an additional action until the end of your turn. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

Massacre

When you reach 14th level, as an action choose 6 targets within 30 feet of you. You can choose the same target multiple times. Vanish in a haze as you unleash an onslaught of attacks. Make a melee weapon Attack against each target with advantage. You can then teleport to an unoccupied space you can see within 5 feet of one of the targets. You cannot use this feature again until you finish a long rest.

Multiclassing

To qualify for Hemomancer, you must have at least 13 Constitution. Multiclassing into Hemomancer gives you light armor, Simple weapons, martial melee weapons proficiencies.

Identity V - The Ripper by Yenta4art on Deviantart

Hemomancy Subclasses

Bard

College of Strings

Bards from the College of Strings are puppeteers that have learned to tug on the strings flowing through creatures’ veins. They entertain people with circuses of small animals and large puppets spun from blood. Some will test their ability to control strange anatomies, seeking out distant monsters.

Master Manipulator

Also at 3rd level, you've learned to make men into piano keys as you hit all the right notes to sway them. Your ability score modifier is doubled on any ability check to interact socially.

Guiding Strings

Also at 3rd level, tug at the blood in a creature, guiding their aim. As a reaction to a creature within 60 feet of you making an Attack roll, after it rolls, but before the outcome is determined, expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and adding or subtracting the number rolled from the creature's roll.

Marionette

Starting at 6th level, spend 1 hit die as an action to weave blood into a spectral puppet bound to you by red strings. The puppet appears within 10 feet of you and lasts 1 hour or you dismiss it as an action.

As a bonus action on your turn you can move the puppet up to 30 feet in any direction and either make an item interaction or make a melee spell attack⁠⁠ against a creature within 5 feet of the puppet. On a hit, the target takes necrotic damage equal to 2d8 + your spellcasting ability modifier. The puppet cannot carry more than 10 pounds. If the puppet becomes more than 60 feet away from you, the strings binding it snap and the it fades away. This feature’s necrotic damage increases by 2d8 when you reach 14th level (4d8).

Puppet Show

When you reach 14th level, as an action tug at the blood from a number of creatures up to your proficiency bonus within 60 feet of you. Each target must make a Strength saving throw against your bard spell save DC or you gain total and precise control over every drop of blood in the target’s body, binding them to you for 1 minute. When you use this feature, and as an action on each of your subsequent turns, you decide how all bound target acts on their next turns. At the end of each of its turns, a target can repeat the Strength saving throw, ending the effect on a success. You cannot use this feature again until you finish a long rest.

Alice from Forever 7 Days Capital

Forever 7 Days Capital is a mobile game produced by NetEase Games

Cleric

Blood Domain

The blood domain embodies the endurance of life. Of the gods of blood, Anima desires only for the creation and continuation of all creatures with her red liquid flowing in their veins. Any who pledge their faith to her are tasked to bear the suffering of others, and value all life above their own.

Lifeblood Domain Spells
Cleric Level Spells
1st Healing Touch, Plasma Shield
3rd Draining Touch, Sanitize
5th Healing Pulse, Wound Transference
7th Draining Pulse, Crimson Halo
9th Enduring Spirit, Wound Burst

Martyr

Starting at 1st level, as a reaction to a creature within 60 feet of you taking damage, you can you share their suffering. The creature instead takes half as much damage, and you take as much damage the creature takes.

Channel Divinity: Forgive Wounds

At 2nd level level, as an action you transfer all wounds from a creature you touch to your deity. The target gains temporary hit points equal to half the difference between their current hit points and their hit point maximum. These temporary hit points last 1 hour.

Merciful Fortitude

Beginning at 6th level, when you are reduced to 0 hit points from damage taken by the Martyr feature, you can make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, you drop to 1 hit point instead.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Crimson Dynamo

When you reach 17th level, all wounds you suffer are immediately transfered to your deity. When you take damage while you do not have temporary hit points, gain temporary hit points equal to half the damage taken. These temporary hit points last 1 hour.

Bloodmage concept - Sigantium by 2blind2draw on Deviantart

Druid

Circle of Roses

Blood can prove just as fertile a soil as dirt. Grow your garden in your enemy's wounds and sing to them an orchestra of their agonizing wails. When the roses have bloomed, harvest their vitality to enhance your own.

Rose Garden

WHen you choose this circle at 2nd level, each time you deal piercing damage to a creature, a blood rose sprouts from the wound. A creature's movement speed is reduced by 5 feet for each blood rose growing from them. A creature can have up to 6 blood roses at one time. A blood roses wilts after 1 minute, or it is removed as an item interaction.

Morbid Bouquet

Beginning at 2nd level, you can expend one use of wild shape as a bonus action to bloom a number of blood roses equal to your proficiency bonus from a target creature within 30 feet of you that doesn't have all its hit points. The target takes 1d4 piercing damage for each blood rose sprouted this way.

Rose Reaper

At 6th level, when you deal slashing damage to a creature with one or more blood roses, each rose wilts and deals 1d8 necrotic damage to the creature. In addition, you learn the crimson slash spell, and at 7th level you learn the crimson axe spell. These spells are always prepared, they don't count against the number of spells you can prepare each day, and count as druid spells for you.

Floral Aroma

At 10th level, the pleasant scent of flowers emits from you at all times. While a creature is within 10 feet of you, gain advantage on any ability check to interact socially with them.

Thorn Coffin

At 14th level, as an action, trigger a sudden and violent growth among blood roses around you. Each creature within 60 feet of you with a blood rose growing from them must make a Strength saving throw against your spell save DC or take 1d6 piercing damage for each blood rose growing from them and become restrained until all blood roses are removed from them. On a success they take half as much damage and are not restrained. A creature restrained this way takes 1d6 piercing damage at the start of their turn. You cannot use this feature again until you finish a long rest.

Olucia from Forever 7 Days Capital

Forever 7 Days Capital is a mobile game produced by NetEase Games

Wizard

School of Hemomancy

You have devoted yourself into the research of immortality through blood magic. With each revelation, your physical health becomes closer to that of an eternal being. Practice the taboo art of hemomancy, and become the pinnacle of life.

Hemomancy Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a hemomancy spell into your spellbook is halved.

Perfect Health

At 2nd level, the natural immune system of your body is artificially enhanced. You gain resistance to poison damage, and you have advantage on all saving throws against being blinded, deafened, paralyzed, poisoned, or disease.

Circulatory Casting

Starting at 6th level, efficient casting methods allow you to regain lingering life essence. when you cast a hemomancy spell of 2nd level or higher, regain 1 hit die.

Control Flesh

Beginning at 10th level, your flesh is as malleable as clay. You can cast alter self on yourself at will, without expending a spell slot or material components. When you finish a long rest, your severed body parts (fingers, legs, tails, and so on), if any, are restored. If you have the severed part and hold it to the stump, the limb instantly knits to the stump.

Eternal Life

When you reach 14th level, you have at last you have achieved immortality. You become the prime age of your race, you stop aging, you are immune to any effect that would age you, and you can't die from old age. When you are reduced to 0 hit points but not killed outright, you immediately stabilize and cannot fail a death saving throw from taking damage. In addition, you cannot die from exhaustion.

On His Throne by noahbradley on deviant art

Spells Known by Class

Artificer

1st Level
  • Animate Blood (transmutation)
  • Healing Touch (abjuration)
  • Plasma Shield (abjuration)
  • Red Eye (divination)
2nd Level
  • Poison Arrow (evocation)
  • Draining Claw (necromancy)
  • Sanitize (abjuration)
3rd Level
  • Acid Lance (evocation)
  • Alluring Aroma (enchantment)
  • Boil Blood (transmutation)
4th Level
  • Berserker Cloud (enchantment)
  • Poison Volley (conjuration)
5th Level
  • Acid Wave (conjuration)
  • Boiling Shower (conjuration)

Bard

1st Level
  • Animate Blood (transmutation)
  • False Guide (illusion)
  • Healing Touch (abjuration)
  • Red Eye (divination)
  • Vertigo (enchantment)
2nd Level
  • Hemorrhage (enchantment)
  • Sanitize (abjuration)
  • Tug Fate (divination)
  • Vein Puppet (enchantment)
3rd Level
  • Alluring Aroma (enchantment)
  • Boil Blood (transmutation)
  • Healing Pulse (abjuration)
  • Phantom Mirage (illusion)
4th Level
  • Berserker Cloud (enchantment)
  • Crimson Halo (abjuration)
  • Locate Relative (divination)
5th Level
  • Enduring Spirit (abjuration)
  • Weave Fate (divination)
  • Wound Burst (necromancy)
6th Level
  • Life Link (abjuration)
  • Living Puppet (enchantment)
  • Reversal of Fortune (divination)
7th Level
  • Antimagic Pulse (abjuration)
  • Atrophic Slice (necromancy)
  • Heart Stop (necromancy)
8th Level
  • Demimorph (trnasmutation)
  • Panacea (abjuration)
  • Ruin Fate (divination)
9th Level
  • Bleak Stars (divination)
  • Gaia Pulse (abjuration)

Cleric

1st Level
  • Animate Blood (transmutation)
  • Blood Javelin (evocation)
  • Healing Touch (abjuration)
  • Plasma Shield (abjuration)
  • Red Eye (divination)
2nd Level
  • Draining Claw (necromancy)
  • Hemorrhage (enchantment)
  • Red Wing (transmutation)
  • Sanitize (abjuration)
3rd Level
  • Coagulated Armor (abjuration)
  • Healing Pulse (abjuration)
  • Locate Relative (divination)
  • Vein Burst (necromancy)
4th Level
  • Draining Pulse (necromancy)
  • Crimson Halo (abjuration)
  • Locate Relative (divination)
5th Level
  • Crimson Lance (evocation)
  • Enduring Spirit (abjuration)
  • Wound Burst (necromancy)
6th Level
  • Life Link (abjuration)
  • Reversal of Fortune (divination)
  • Weave Phantoms (necromancy)
7th Level
  • Antimagic Pulse (abjuration)
  • Atrophic Slice (necromancy)
  • Heart Stop (necromancy)
8th Level
  • Blood Press (necromancy)
  • Panacea (abjuration)
  • Ruin Fate (divination)
9th Level
  • Gaia Pulse (abjuration)
  • Red Death (necromancy)

Druid

1st Level
  • Animate Blood (transmutation)
  • Blood Bolt (evocation)
  • Healing Touch (abjuration)
  • Thorn Bind (conjuration)
  • Vertigo (enchantment)
2nd Level
  • Phantom Step (illusion)
  • Sanitize (abjuration)
  • Thorn Burst (conjuration)
  • Tug Fate (divination)
3rd Level
  • Alluring Aroma (enchantment)
  • Healing Pulse (abjuration)
  • Locate Relative (divination)
  • Wound Transference (necromancy)
4th Level
  • Berserker Cloud (enchantment)
  • Phantom Mirage (illusion)
  • Poison Volley (conjuration)
5th Level
  • Crimson Volley (evocation)
  • Enduring Spirit (abjuration)
  • Weave Fate (divination)
6th Level
  • Phantom Mirror (illusion)
  • Poison Marsh (transmutation)
  • Thorn Grove (conjuration)
7th Level
  • Acid Rain (conjuration)
  • Antimagic Pulse (abjuration)
  • Atrophic Slice (necromancy)
8th Level
  • Demimorph (transmutation)
  • Panacea (abjuration)
  • Ruin Fate
9th Level
  • Blood Moon (enchantment)
  • Gaia Pulse (abjuration)

Paladin

1st Level
  • Blood Javelin (evocation)
  • Healing Touch (abjuration)
  • Plasma Shield (abjuration)
2nd Level
  • Draining Claw (necromancy)
  • Red Wing (transmutation)
  • Thorn Burst (conjuration)
3rd Level
  • Acid Lance (evocation)
  • Crimson Slash (evocation)
  • Healing Pulse (abjuration)
4th Level
  • Crimson Axe (evocation)
  • Crimson Halo (abjuration)
  • Draining Pulse (necromancy)
5th Level
  • Acid Wave (conjuration)
  • Crimson Lance (evocation)

Ranger

1st Level
  • Blood Bolt (evocation)
  • Healing Touch (abjuration)
  • Thorn Bind (conjuration)
2nd Level
  • Phantom Step (conjuration)
  • Poison Arrow (evocation)
  • Thorn Burst (conjuration)
3rd Level
  • Crimson Slash (Evocation)
  • Phantom Mirage (illusion)
  • Wound Transference (necromancy)
4th Level
  • Crimson Axe (evocation)
  • Locate Relative (divination)
  • Poison Volley (conjuration)
5th Level
  • Crimson Volley (evocation)
  • Weave Fate (divination)

Sorcerer

1st Level
  • Animate Blood (transmutation)
  • Blood Bolt (evocation)
  • Exsanguinate (necromancy)
  • False Guise (illusion)
  • Plasma Shield (abjuration)
2nd Level
  • Draining Claw (necromancy)
  • Hemorrhage (enchantment)
  • Phantom Step (illusion)
  • Vein Puppet (enchantment)
3rd Level
  • Alluring Aroma (enchantment)
  • Coagulated Armor (abjuration)
  • Phantom Mirage (illusion)
  • Vein Burst (necromancy)
4th Level
  • Berserker Cloud (enchantment)
  • Boiling Shower (conjuration)
  • Draining Pulse (necromancy)
5th Level
  • Crimson Volley (evocation)
  • Weave Fate (divination)
  • Wound Burst (Necromancy)
6th Level
  • Living Puppet (enchantment)
  • Phantom Mirror (illusion)
  • Reversal of Fortune (divination)
7th Level
  • Atrophic Slice (necromancy)
  • Heart Stop (necromancy)
  • Heat Wave (evocation)
8th Level
  • Demimorph (transmutation)
  • Blood Press (necromancy)
  • Ruin Fate (divination)
9th Level
  • Red Death (necromancy)
  • Red Sun (evocation)

Warlock

1st Level
  • Blood Javelin (evocation)
  • Exsanguinate (necromancy)
  • False Guise (illusion)
  • Plasma Shield (abjuration)
  • Vertigo (enchantment)
2nd Level
  • Draining Claw (necromancy)
  • Hemorrhage (enchantment)
  • Red Wing (transmutation)
  • Vein Puppet (enchantment)
3rd Level
  • Boil Blood (transmutation)
  • Crimson Slash (evocation)
  • Wound Transference (necromancy)
  • Vein Burst (necromancy)
4th Level
  • Boiling Shower (conjuration)
  • Crimson Axe (evocation)
  • Draining Pulse (necromancy)
5th Level
  • Coagulated Prison (transmutation)
  • Crimson Lance (evocation)
  • Enduring Spirit (abjuration)
6th Level
  • Life Link (abjuration)
  • Living Puppet (enchantment)
  • Weave Phantoms (necromancy)
7th Level
  • Atrophic Slice (necromancy)
  • Heart Stop (necromancy)
  • Heat Wave (evocation)
8th Level
  • Blood Press (necromancy)
  • Crimson Guillotine (evocation)
  • Demimorph (transmutation)
9th Level
  • Red Death (Necromancy)
  • Blood Moon (enchantment)

Wizard

1st Level
  • Animate Blood (transmutation)
  • Blood Bolt (evocation)
  • Blood Javelin (evocation)
  • Exsanguinate (necromancy)
  • Plasma Shield (abjuration)
  • Red Eye (divinaiton)
2nd Level
  • Draining Claw (necromancy)
  • Phantom Step (illusion)
  • Poison Arrow (evocation)
  • Tug Fate (divination)
  • Vein Puppet (enchantment)
3rd Level
  • Acid Lance (evocation)
  • Alluring Aroma (enchantment)
  • Boil Blood (transmutation)
  • Coagulated Armor (abjuration)
  • Phantom Mirage (illusion)
4th Level
  • Berserker Cloud (enchantment)
  • Boiling Shower (conjuration)
  • Draining Pulse (necromancy)
  • Locate Relative (divination)
5th Level
  • Acid Wave (conjuration)
  • Coagulated Prison (transmutation)
  • Weave Fate (divination)
  • Wound Burst (necromancy)
6th Level
  • Living Puppet (enchantment)
  • Phantom Mirror (illusion)
  • Poison Marsh (transmutation)
  • Weave Phantoms (necromancy)
7th Level
  • Acid Rain (conjuration)
  • Antimagic Pulse (abjuration)
  • Heart Stop (necromancy)
  • Heat Wave (evocation)
8th Level
  • Blood Press (necromancy)
  • Demimorph (transmutation)
  • Ruin Fate (Divination)
9th Level
  • Bleak Stars (divination)
  • Blood Moon (enchantment)
  • Red Sun (evocation)

Hemomancy Spells

Casting Hemomancy Spells

A hemomancy spell is cast by spending hit dice instead of spell slots, is considered cast at a spell level equal to the number of hit dice spent to cast it, can be upcast up to the caster's highest level spell slot, and Constitution can be used as the spellcasting ability.

Animate Blood

1st Level Transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Target: An unoccupied space that you can see within range
  • Components: V, S, M (a dog tag)
  • Class: Artificer, Bard, Cleric, Druid, Sorcerer, Wizard
  • Duration: 1 hour

Shape blood into the form of one Beasts of your choice of Challenge rating 1/4 or lower, appearing in an unoccupied space that you can see within range. The creature has the statistics of the chosen form, though it is a construct instead of a beast and it gains a bonus to attack rolls equal to your spellcasting modifier.

The construct acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. When the familiar drops to 0 hit points or when the spell ends, it melts into a puddle of blood.

At Higher Levels. When you cast this spell using 2 or more hit dice, increase the CR of the creature by up to 1/2 for each additional hit die spent.

Blood Bolt

1st Level Evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Target: Targets (one or several) within range
  • Components: V, S
  • Class: Druid, Ranger, Sorcerer, Wizard
  • Duration: Instantaneous

You create three blood bolt and hurl it at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each bolt. On a hit, the target takes 2d4 piercing damage.

At Higher Levels. When you cast this spell using 2 or more hit dice, fire 1 additional blood bolt for each additional hit die.

Blood Javelin

1st Level Evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Target: A creature you can see within range
  • Components: V, S
  • Class: Cleric, Paladin, Warlock, Wizard
  • Duration: Instantaneous

You create a condensed blood bolt and hurl it at the target within range. Make a ranged spell attack. On a hit, the target takes 4d6 piercing damage.

At Higher Levels. When you cast this spell using 2 or more hit dice, deal an additional 1d6 for each additional hit die spent.

Exsanguinate

1st Level Necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Target: A creature you can see within range
  • Components: V, S, M (a wooden stake)
  • Class: Sorcerer, Warlock, Wizard
  • Duration: Concentration, up to 1 minute

Leech the life energy from a creature within range. The target must make a Constitution saving throw or take 2d6 necrotic damage. Gain temporary hit points equal to the necrotic damage dealt. These temporary hit points last 1 minute. Until the spell ends, you can use a bonus action on each of your subsequent turns to make the target you can see within 60 feet of you to repeat the saving throw.

At Higher Levels. When you cast this spell using 2 or more hit dice, the damage increases by 1d6 for each additional hit die Spent.

False Guise

1st Level Illusion


  • Casting Time: 1 action
  • Range: Self
  • Target: Self
  • Components: S, M (a veil)
  • Class: Bard, Sorcerer, Warlock
  • Duration: 1 hour

Guise your flesh and voice in the illusion of a Medium creature of your choice. Your Statistics are the same as your true form. Any Equipment you are wearing or carrying isn't Transformed. You revert to your true form if you are reduced to 0 hit points, you end it as an action, or the spell ends.

At Higher Levels. When you cast this spell using 3 or more hit dice, the duration is up to 8 hours. When you cast this spell using 5 or more hit dice, the duration is up to 24 hours. When you cast this spell using 7 or more hit dice, the spell lasts until it is dispelled.

Healing Touch

1st Level Abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Target: A creature you touch
  • Components: V, S
  • Class: Artificer, Bard, Cleric, Druid, Paladin, Ranger
  • Duration: Instantaneous

You release the vital energy from your blood to heal the wounds of the target. A creature you touch regains 1d10 hit points.

At Higher Levels. When you cast this spell using 2 or more hit dice, the Healing increases by 1d10 for each additional hit die.

Plasma Shield

1st Level Abjuration


  • Casting Time: 1 reaction, which you take when you are hit by an attack or make a saving throw
  • Range: Self
  • Target: Self
  • Components: S, V
  • Class: Artificer, Cleric, Paladin, Sorcerer, Warlock, Wizard
  • Duration: Instantaneous

A barrier of blood appears and protects you. Until the start of your next turn, gain 15 temporary hit points.

At Higher Levels. When you cast this spell using 2 or more hit dice, gain 5 additional temporary hit points for each additional hit die spent.

Red Eye

1st Level Divination


  • Casting Time: 1 action
  • Range: 30 feet
  • Target: A point you choose within range
  • Components: V, S, M (a mirror)
  • Class: Artificer, Bard, Cleric, Druid, Wizard
  • Duration: 8 hours

You create a magical eye of blood within range that hovers in the air for the duration. The eye is an object with 1 hit point and an AC of 10. While on the same plane, you mentally receive visual information from the eye, which has normal vision out to 30 feet. The eye can look in every direction.

Thorn Bind

1st Level Conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Target: A creature you can see within range
  • Components: V, S, M (a rose)
  • Class: Druid, Ranger
  • Duration: 1 minute

You attempt to ensnare a creature you see within range in barbed vines. The target takes 2d4 piercing damage and must make a Strength saving throw or be restrained until it breaks free. A large or larger creature has advantage on this saving throw. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC, and take 1d4 piercing damage. On a success, the target is freed.

At Higher Levels. When you cast this spell using 2 or more hit dice, you can target one additional creature for each additional hit die spent.

Vertigo

1st Level Enchantment


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Target: A creature you can see within range
  • Components: V, S
  • Class: Bard, Warlock
  • Duration: Instantaneous

Unbalance the flow of blood in creature within range. The target must succeed on a Constitution saving throw or fall prone and have disadvantage on the next attack roll it makes before the end of its next turn.

At Higher Levels. When you cast this spell using 2 or more hit dice, you can target one additional creature for each additional hit die spent.

2nd Level Spells

Draining Claw

2nd Level Necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Target: A creature within your reach
  • Components: V, S
  • Class: Artificer, Cleric, Paladin, Sorcerer, Warlock, Wizard
  • Duration: Instantaneous

Swipe at a creature with a blood-coated hand, siphoning their life force. Make a melee spell attack against a creature within your reach. On a hit, the target takes 4d8 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt.

At Higher Levels. When you cast this spell using 3 or more hit dice, the damage increases by 1d8 for each additional hit die.

Hemorrhage

2nd Level Enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Target: A creature you can see within range
  • Components: V, S
  • Class: Bard, Cleric Sorcerer, Warlock
  • Duration: Concentration, up to 1 minute

Coagulate the blood flow in the brain of a target creature within range. The target must succeed on an Intelligence saving throw or take 2d6 psychic damage and become stunned for the duration. A creature can repeat this saving throw at the end of their turn to end the effect, taking 1d6 psychic damage on a failure.

At Higher Levels. When you cast this spell using 3 or more hit dice, you can target one additional creature for each additional hit die spent.

Phantom Step

2nd Level Illusion


  • Casting Time: 1 reaction, which you take when you are hit by an attack
  • Range: Self
  • Target: Self
  • Components: M (a pinch of dust)
  • Class: Druid, Ranger, Sorcerer, Wizard
  • Duration: Instantaneous

Fade away as crimson mist to evade an attack. When an attack roll hits you, you can teleport up to 10 feet to an unoccupied space you can see. If you move out of range of the triggering attack, it misses.

At Higher Levels. When you cast this spell using 3 or more hit dice, increase the distance teleported by up to 5 feet for each additional hit die spent.

Poison Arrow

2nd Level Evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Target: A creature of you can see within range
  • Components: V, S, M (a snake tongue)
  • Class: Artificer, Druid, Ranger, Wizard
  • Duration: Instantaneous

A swift quill of poisoned blood hits a creature within range. The target creature must make a constitution saving throw. On a failure the creature takes 2d6 poison damage and is poisoned for 1 minute. While poisoned, the creature repeats the saving throw at the end of their turn, taking the poison damage again on a failure. After a successful save, the poison ends.

At Higher Levels. When you cast this spell using 3 or more hit dice, the damage increases by 1d6 for each additional hit die.

Red Wing

2nd Level Transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Target: Self
  • Components: V, M (a feather)
  • Class: Cleric, Paladin, Warlock
  • Duration: 1 round

A set of dripping wings sprout from your back, dripping away with each passing moment. Until the start of your next turn, gain a fly speed of 120 feet, and you don't provoke opportunity attacks when you fly out of an enemy's reach. When you lose this fly speed, if you fall as a result, you take no damage from falling and can land on your feet.

Sanitize

2nd Level Abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Target: A creature you touch
  • Components: V, S, M (a rag dipped in alcohol)
  • Class: Artificer, Bard, Cleric, Druid
  • Duration: Instantaneous

You touch a creature and can end either one disease, or one condition afflicting it. The condition can be Blinded, Deafened, Paralyzed, or Poisoned.

Thorn Burst

2nd Level Conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Target: A point you choose within range
  • Components: V, S, M (a plant thorn)
  • Class: Druid, Paladin, Ranger
  • Duration: Instantaneous

A bouquet of crimson spikes jut out at a point you choose within range. Each creature in a 10-foot radius Sphere centered on that point must make a Dexterity saving throw. A target takes 4d6 piercing damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using 3 or more hit dice, increase the radius by 5 feet and the damage by 1d6 for each additional hit die spent.

Tug Fate

2nd Level Divination


  • Casting Time: 1 reaction
  • Range: 30 feet
  • Target: A creature you choose within range
  • Components: S, M (a pin)
  • Class: Bard, Druid, Wizard
  • Duration: Instantaneous

Pluck at the strings pulling people to their futures. As a reaction to a creature within 30 feet of you making an Attack roll, ability check, or saving throw, after it rolls the die, but before the outcome is determined, you can increase or decrease the result by 1d8.

Vein Puppet

2nd Level Enchantment


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Target: A creature you can see within range
  • Components: S, M (a string)
  • Class: Bard, Sorcerer, Warlock, Wizard
  • Duration: Instantaneous

Pull on the veins in a creature like strings, causing it to involuntarily move its body. The target creature within range must make a Strength saving throw, or immediately move up to half of their movement in any direction of your choice and perform your choice of the following actions.

  • The target makes a single weapon attack against a creature of your choice within range.
  • The target drops prone.
  • The target drops whatever is in their hand.
  • The target makes an item interaction.

At Higher Levels. When you cast this spell using 3 or more hit dice, you can target an additional creature for each additional hit die spent.

3rd Level Spells

Acid Lance

3rd Level Evocation


  • Casting Time: 1 action
  • Range: 90 feet
  • Target: A creature you can see within range
  • Components: V, S, M (a leaf of poison ivy)
  • Class: Artificer, Paladin, Wizard
  • Duration: Instantaneous

A boiling red lance streaks toward a target within range. Make a ranged spell Attack against the target. On a hit, the target takes 5d8 acid damage. On a miss, the lance strikes the target for half as much damage.

At Higher Levels. When you cast this spell using 4 or more hit dice, deal an additional 1d8 damage for each additional hit die spent.

Alluring Aroma

3rd Level Enchantment


  • Casting Time: 1 minute
  • Range: Self
  • Target: Self
  • Components: S, M (a bottle of perfume)
  • Class: Artificer, Bard, Druid, Sorcerer, Wizard
  • Duration: 1 hour

You secrete pheromones that dull the senses of creatures around you. When a creature enters the 10 foot radius near you for the first time on a turn or starts its turn there, that creature must make a Wisdom saving throw or be Charmed by you for 1 minute, after which the creature can repeat the saving throw. If a creature charmed this way takes damage, the charm ends.

Boil Blood

3rd Level Transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Target: A creature you can see within range
  • Components: V, S, M (a broken toe nail)
  • Class: Artificer, Bard, Sorcerer, Warlock, Wizard
  • Duration: Concentration, up to 1 minute

Heat up the blood of a target creature within range to a boil. The target must succeed on a Constitution saving throw or take 2d8 fire damage, and has disadvantage on attack rolls and ability checks until the start of your next turn. Until the spell ends, you can use a bonus action on each of your subsequent turns to make the target you can see within 60 feet of you to repeat the saving throw.

At Higher Levels. When you cast this spell using 4 or more hit dice, the damage increases by 1d8 for each additional hit die Spent.

Coagulated Armor

3rd Level Abjuration


  • Casting Time: 1 action
  • Range: Self
  • Target: Self
  • Components: V, S
  • Class: Cleric, Sorcerer, Wizard
  • Duration: 1 hour

Cause your skin to callus and harden into dense malleable armor. Gain 20 temporary hit points. While you have these temporary hit points, gain resistance to bludgeoning, piercing, and slashing damage. The spell ends when you lose all the temporary hit points.

At Higher Levels. When you cast this spell using 4 or more hit dice, gain 5 additional temporary hit points for each additional hit die spent.

Crimson Slash

3rd Level Evocation


  • Casting Time: 1 action
  • Range: Self (15-foot cone)
  • Target: Self (15-foot cone)
  • Components: V, S
  • Class: Paladin, Ranger, Warlock
  • Duration: Instantaneous

A blade of blood cuts through the air in front of your. All creatures within a 15 foot cone must make a Dexterity saving throw. A target takes 4d10 slashing damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using 4 or more hit dice, deal an additional 1d10 damage.

Healing Pulse

3rd Level Abjuration


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Target: Self (30-foot radius)
  • Components: V, S, M (a bell)
  • Class: Bard, Cleric, Druid, Paladin
  • Duration: 1 round

Each creature of your choice within 30 feet of you surges with regenerative energy, regaining 2d8 hit points. Until the start of your next turn, the first time each affected creature takes damage, it regains a number of hit points equal to 10 or half the damage taken, whichever is lower.

At Higher Levels. At Higher Levels. When you cast this spell using 4 or more hit dice, the initial healing increases by 1d8 for each additional hit die spent.

Phantom Mirage

3rd Level Illusion


  • Casting Time: 1 action
  • Range: Self
  • Target: Self
  • Components: S, M (a jasmine flower)
  • Class: Bard, Druid, Ranger, Sorcerer, Wizard
  • Duration: Concentration, up to 1 minute

Spread an obscuring crimson mist around you in a 10-foot radius, generating illusory duplicates of the creatures within. Until the spell ends, attacks made against creatures of your choice within the mist are made with disadvantage. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight.

Vein Burst

3rd Level Necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Target: A creature you can see within range
  • Components: V, S, M (a leather belt)
  • Class: Cleric, Sorcerer, Warlock
  • Duration: Concentration, up to 1 minute

Crush the veins of another creature, causing internal wounds. The target must make a Constitution saving throw or take 6d6 necrotic damage on a failed saving throw and begin bleeding. Until the spell ends, you can use a Bonus Action on each of your subsequent turns to make each target you can see within 60 feet of you to repeat the saving throw, taking 2d6 necrotic damage on a failure. The effect ends early if the target regains hit points.

At Higher Levels. When you cast this spell using 4 or more hit dice, you can target one additional creature for each additional hit die Spent.

Wound Transference

3rd Level Necromancy


  • Casting Time: 1 reaction, which you take when you take damage
  • Range: 60 feet
  • Target: A creature you can see within range
  • Components: V, S, M (a straw doll)
  • Class: Bard, Druid, Ranger, Warlock
  • Duration: Instantaneous

Your fresh wound closes and reappears on a creature of your choice that you can see within range. The target must make a Wisdom saving throw. On a failure, the target takes necrotic damage equal to the triggering damage or 20, whichever is lower. Reduce the amount of damage you took by an amount equal to the necrotic damage dealt

At Higher Levels. When you cast this spell using 4 or more hit dice, you can deal an additional 5 necrotic damage for each additional hit die.

4th Level Spells

Berserker Cloud

4th Level Enchantment


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Target: A point you choose within range
  • Components: S, M (a pinch of ground pepper)
  • Class: Artificer, Bard, Druid, Sorcerer, Wizard
  • Duration: instantaneous

Stir up a cloud of enraging gas at a point you choose within range. Each creature in a 10-foot radius area centered on that point must succeed on a Constitution saving throw. On a failure, the creature regards all creatures it can see as enemies for 1 minute. An affected target must use its action to make a melee attack against a creature within its reach. If there is no creature within its reach, the creature moves towards the nearest creature. If it has multiple targets, it Attacks one at random. At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

Boiling Shower

4th Level Conjuration


  • Casting Time: 1 action
  • Range: Self (60-foot cone)
  • Target: Each creature in a 60-foot cone
  • Components: V, S, M (a bucket of water)
  • Class: Artificer, Sorcerer, Warlock, Wizard
  • Duration: Instantaneous

Boiling Blood sprays forth from your hands. Each creature in a 60-foot cone must make a Constitution saving throw or take 4d8 fire damage and is stunned until the start of your next turn as they reel in pain. On a success a creature takes half as much damage and is not stunned.

At Higher Levels. When you cast this spell using 6 or more hit dice, deal an additional 1d8 damage for each additional hit die spent.

Crimson Axe

4th Level Evocation


  • Casting Time: 1 action
  • Range: 10 feet
  • Target: A creature within your reach
  • Components: V, S
  • Class: Paladin, Ranger, Warlock
  • Duration: Instantaneous

Shape and swing a massive blood axe. Make a melee spell attack against the target. On a hit deal 6d12 slashing damage.

At Higher Levels. When you cast this spell using 5 or more hit dice, deal an additional 1d12 damage for each additional hit die spent.

Crimson Halo

4th Level Abjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Target: Self
  • Components: V, S, M (a candle)
  • Class: Bard, Cleric, Paladin
  • Duration: 1 minute

A dripping ring floats behind your back, radiating a dim red glow. Until the spell ends, you have advantage on saving throws against spells and other magical effects and reduce the damage taken from spells and magical effect by half.

Draining Pulse

4th Level Necromancy


  • Casting Time: 1 action
  • Range: Self (15-foot radius)
  • Target: Self (15-foot radius)
  • Components: V, S, M (a pinch of bone dust)
  • Class: Cleric, Paladin, Sorcerer, Warlock, Wizard
  • Duration: Instantaneous

Tear at life force around you to rejuvenate your own. Each creature of your choice within 10 feet of you must succeed on a Constitution saving throw or take 4d6 necrotic damage. You regain hit points equal to the necrotic damage dealt.

At Higher Levels. When you cast this spell using 5 or more hit dice, deal an additional 1d6 damage for each additional hit die Spent.

Locate Relative

4th Level Divination


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a compass)
  • Class: Bard, Cleric, Druid, Ranger, Sorcerer, Wizard
  • Duration: Concentration, up to 1 hour

You resonate with the life force of a creature or a sample of blood that was spilt no more than 8 hours ago. If the target is a creature, you know the approximate distance and direction of the their nearest relative. If the target is a sample of blood, you instead know the approximate distance and direction of the creature it bled from.

This spell can’t locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.

Poison Volley

4th Level Conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Target: A point you choose within range
  • Components: V, S, M (a scorpion tail)
  • Class: Artificer, Druid, Ranger
  • Duration: Concentration, up to 1 minute

Launch a volley of rancid blood above a point you can see within range. Each creature in a 20-foot radius, 30-foot high cylinder centered on that point must make a Constitution saving throw. A target takes 6d6 poison damage and is poisoned for the duration on a failed save, or half as much damage on a successful one. While poisoned, a target repeats the saving throw at the end of their turn, taking 2d6 poison damage again on a failure. After a successful save, the poison ends.

5th Level Spells

Acid Wave

5th Level Conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Target: An unoccupied space of your choice within range
  • Components: V, S, M (a lemon)
  • Class: Artificer, Paladin, Wizard
  • Duration: Concentration, up to 1 minute.

Bring forth a mobile wall of acid at a point within range. 20 feet tall, 10 feet wide, and 5 feet thick. When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw taking 5d8 acid damage on a failure, or half as much on a success. You can move it as a bonus action up to 30 feet in 1 direction.

At Higher Levels. When you cast this spell using 5 or more hit dice, deal an additional 1d8 damage for each additional hit die spent.

Coagulated Prison

5th Level Transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Target: A creature you can see within range
  • Components: V, S, M (ruby dust)
  • Class: Warlock, Wizard
  • Duration: Instantaneous

Encase the flesh of a creature within range with a thick layer of coagulated blood. The target must succeed on a Strength saving throw or gain 30 temporary hit points. While the target has these temporary hit points, they are petrified and gain resistance to piercing, and slashing damage.

Crimson Lance

5th Level Evocation


  • Casting Time: 1 action
  • Range: Self (90-foot line)
  • Target: Self (90-foot line)
  • Components: V, S
  • Class: Cleric, Paladin, Warlock
  • Duration: Instantaneous

A stream of blood in a line 90 feet long and 5 feet wide pierces forth from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d10 piercing damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using 6 or more hit dice, deal an additional 1d10 damage for each additional hit die spent.

Crimson Volley

5th Level Evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Target: A point you choose within range
  • Components: V, S
  • Class: Druid, Ranger, Sorcerer
  • Duration: Instantaneous

Fire a volley of blood bolts to a point you can see within range. Each creature in a 50-foot radius, 30-foot high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 piercing damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using 6 or more hit dice, deal an additional 1d8 damage for each additional hit die spent.

Enduring Spirit

5th Level Abjuration


  • Casting Time: 1 action
  • Range: Self
  • Target: Self
  • Components: V, S, M (a pouch of ashes)
  • Class: Cleric, Druid, Warlock
  • Duration: Concentration, up to 10 minutes

You call forth a spirit of unyielding life to guard you and your allies from death. Until the spell ends, if damage reduces a creature of your choice within 30 feet of you to 0 hit points, it can make a Constitution saving throw with a DC of half the damage taken. On a success, the creature drops to 1 hit point instead.

Weave Fate

5th Level Divination


  • Casting Time: 1 bonus action
  • Range: Self
  • Target: Self
  • Components: S, M (a thread and needle)
  • Class: Bard, Druid, Ranger, Sorcerer, Wizard
  • Duration: Concentration, up to 10 minute.

Grasp at the fabric of reality, pulling a string of fate from each finger. You have a pool of 10 strings. Until the spell ends, when a creature within 60 feet of you makes an Attack roll, ability check, or saving throw, after it rolls the die, but before the outcome is determined, you can spend one of those strings to increase or decrease the roll by 1d4. When you have rolled 10 dice using this spell’s effect the spell ends.

Wound Burst

5th Level Necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Target: A creature you can see within range
  • Components: V, S, M (a rusty knife)
  • Class: Bard, Cleric, Sorcerer
  • Duration: 1 minute

Rip open wounds from a target within range, causing continuous bleeding. The target must make a Constitution saving throw or take 8d8 necrotic damage on a failed saving throw and begin bleeding for the duration. A bleeding creature repeats the saving throw at the start of each of their turns, taking 2d8 necrotic damage on a failure. The bleeding ends if the target succeeds the saving throw or regains hit points.

At Higher Levels. When you cast this spell using 6 or more hit dice, you can target one additional creature for each additional hit die Spent.

6th Level Spells

Living Puppet

6th Level Enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Target: A creature you can see within range
  • Components: S, M (a puppet's cross brace)
  • Class: Bard, Sorcerer, Warlock, Wizard
  • Duration: Concentration, up to 1 hours

Manipulate every drop of blood in up to two creatures within range. The targets must succeed on a Strength saving throw, or become bound by you for the duration. When you cast this spell, and as an action on each of your subsequent turns you can take total and precise control of the bound targets. Until the end of your next turn, the creatures take only the actions you choose, and don't do anything that you don't allow them to do. During this time, you can also cause a creature to use a reaction, but this requires you to use your own reaction as well.

If a target becomes more than 60 feet away from you, the effect ends. At the end of each of its turns, the target can make another Strength saving throw, ending the effect on a success.

Phantom Mirror

6th Level Illusion


  • Casting Time: 1 minute
  • Range: 15 feet
  • Target: Unoccupied spaces that you can see within range
  • Components: S, M (a cracked mirror)
  • Class: Druid, Sorcerer, Wizard
  • Duration: 8 hours

Magically manifest a blood clone of yourself at a point within range. This blood clone is a magical, liquid, red form of you that lasts until it drops to 0 Hit Points, when it has no hit dice remaining, when the spell ends, or you cast this spell again. It appears to be the same as you, but it has non-magical duplicates of your equipment, an AC of 13 + your spell modifier, a number of hit dice equal to the amount spent to cast this spell, no spell slots, only knows hemomancy spells, and is a construct. Otherwise, the blood clone uses all the caster's Statistics.

The blood clone is an ally to you and your companions. In combat, the blood clone shares your initiative count, but it takes its turn immediately after yours. It obeys your mental commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. If you cast this spell using 8 hit dice, you can instead create 2 blood clones with 4 hit dice each. If you cast this spell using 9 hit dice, you can instead create 3 blood clones with 3 hit dice each.

Poison Marsh

6th Level Transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Target: A point you choose within range
  • Components: V, S, M (a frog wart)
  • Class: Druid, Wizard
  • Duration: 1 hour

Choose a point you can see on the ground within range. The ground melts into toxic sludge in a 30-foot radius sphere centered on that point. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. When a creature enters the area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw or take 4d6 poison damage and is poisoned for the spell’s duration. A creature can repeat the save at the end of their turn to end the effect, taking 2d6 poison damage on a failure.

Reversal of Fortune

6th Level Divination


  • Casting Time: 1 reaction, which you take when a creature within range would take damage
  • Range: 60 feet
  • Components: S, M (a double sided coin)
  • Class: Bard, Cleric, Sorcerer, Wizard
  • Duration: Instantaneous

Pluck at the strands of fate, causing all affected creatures to evade danger. When you and/or any number of other creatures you can see within 30ft of you would take damage, reduce the damage to 0.

Thorn Grove

6th Level Conjuration


  • Casting Time: 1 action
  • Range: Self
  • Target: Self
  • Components: V, S, M (a withered rose)
  • Class: Druid
  • Duration: 10 minutes

The ground around you in a 60-foot radius from yourself twists and juts into a field of thorny blood vines and roses. The area becomes difficult terrain for the duration. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it.

When an affected creature enters the area for the first time on a turn or starts its turn there, it takes 2d4 piercing damage and must make a Strength saving throw or be restrained until it breaks free. A creature restrained by the vines or one that can touch the creature can use its action to repeat the saving throw, and take 1d4 piercing damage. On a success, the target is freed. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.

Weave Phantoms

6th Level Necromancy


  • Casting Time: 1 minute
  • Range: 30 feet
  • Target: Unoccupied spaces that you can see within range
  • Components: V, S, M (wood from a coffin)
  • Class: Cleric, Warlock, Wizard
  • Duration: 1 hours

Weave streams of blood into spectral forms. Create six specters at points within range. As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. When a specter drops to 0 hit points or when the spell ends, it fades into a mist.

At Higher Levels. When you cast this spell using 7 or more hit dice, you create one additional specter for each additional hit die.

7th Level Spells

Acid Rain

7th Level Conjuration


  • Casting Time: 1 action
  • Range: 300 feet
  • Target: A point you choose within range
  • Components: V, S, M (a lime)
  • Class: Druid, Wizard
  • Duration: 10 minutes

A deep crimson cloud appears in the shape of a cylinder that is 60 feet tall with a 120-foot radius, centered on a point you can see within range directly above you. The spell fails if you can’t see a point in the air where the cloud could appear (for example, if you are in a room less than 60 feet tall).

Corrosive blood falls from the cloud for the duration. When a creature starts their turn under the cloud, it takes 6d6 acid damage. The acid can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Antimagic Pulse

7th Level Abjuration


  • Casting Time: 1 action
  • Range: self
  • Components: V, S, M (silver dust)
  • Class: Bard, Cleric, Druid, Wizard
  • Duration: 1 round

A surge of chaotic energy emanates from you in a 60-foot radius sphere, disrupting the weave in the area until the start of your next turn. Within the sphere, spells and other magical Effects, except those created by an artifact or a deity, end and any spell cast within it fails.

Atrophic Slice

7th Level Necromancy


  • Casting Time: 1 action
  • Range: Self
  • Target: Each creature in a 20-foot cone
  • Components: V, S
  • Class: Bard, Cleric, Druid, Sorcerer, Warlock
  • Duration: Instantaneous

Swing dual blades of blood in an arc, severing the life lines of every creature slashed by them. Each creature in a 20-foot cone must make a Dexterity saving throw taking 8d8 necrotic damage, or half on a success. If a creature has less than half its hit point maximum, it takes 10d10 necrotic damage instead. If a target is reduced to 30 hit points or fewer, it dies.

Heart Stop

7th Level Necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Target: A creature you can see within range
  • Components: V, S, M (an iron nail)
  • Class: Bard, Cleric, Sorcerer, Warlock, Wizard
  • Duration: Concentration, up to 1 minute

Grip the heart of a target creature within range, holding it still. The target must make a Strength saving throw or begin suffocating until the spell ends. A Large or larger creature has advantage on this saving throw.

Heat Wave

7th Level Evocation


  • Casting Time: 1 action
  • Range: self (60-foot sphere)
  • Target: self (60-foot sphere)
  • Components: V, S, M (a magnifying glass)
  • Class: Sorcerer, Warlock, Wizard
  • Duration: Concentration, up to 1 minute.

A wave of blistering heat pulses outward from you, boiling the blood of creatures around you. Each creature of your choice within 60 feet of you must succeed on a Constitution saving throw or take 8d8 fire damage damage, and suffer one level of exhaustion. On a success the creature only takes half damage and does not suffer one level of exhaustion.

Until the spell ends, you can use an action on each of your subsequent turns to cause a wave of heat to pulse outward from you. Each creature within 30 foot of you must succeed on a Constitution saving throw or take 4d8 fire damage damage, and suffers one level of exhaustion. On a success the creature only takes half damage and does not suffer one level of exhaustion. any levels of exhaustion caused by this spell go away when the spell ends.

At Higher Levels. When you cast this spell using 8 or more hit dice, the initial damage increases by 1d10 for each each additional hit die spent.

8th Level Spells

Blood Press

8th Level Evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a bronze scale)
  • Class: Cleric, Sorcerer, Warlock, Wizard
  • Duration: Concentration, up to 1 minute.

A 30-foot radius, 20-foot high cylinder centered on a point within range surges with focused gravity, pushing down on any blood within. The cylinder remains for the spell's duration. A creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 8d8 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and is not knocked prone.

Crimson Guillotine

8th level Evocation


  • Casting Time: 1 action
  • Range: 30
  • Target: A creature you can see within range
  • Components: V, S
  • Class: Warlock
  • Duration: Instantaneous

Blood violently flows as a blade in your hands as coagulated chains launch toward your victim’s neck. The target must make a Dexterity saving throw. A Large or larger creature has advantage on this saving throw. On a failure, the target is moved to an unoccupied space within 5 feet of you as the chains pull the target’s neck into the blade, dealing 12d12 slashing damage. On a success, the caster instead makes a ranged spell attack against the target, dealing 8d12 slashing damage on a hit.

Demimorph

8th Level Transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a glass vile, and the blood of 1 or more other creatures)
  • Class: Bard, Druid, Sorcerer, Warlock, Wizard
  • Duration: concentration, 1 hour

Mutate portions of your body to resemble another creature using their blood as the blueprints. Three times, choose a creature whose blood serves as a material component for the spell and apply one of the following options to yourself until the spell ends or is dispelled.

-Change one of your stats (Strength, Dexterity, Constitution, Natural Armor) to that of the chosen creature

-Gain 1 ability, movement speed, sense, immunity, resistance, or natural action from the chosen creature.

-Gain Temporary hit points equal to the hit points of the chosen creature. You do not need to make constitution saving throws to maintain concentration while you have these temporary hit points.

You cannot gain spell slots or learn spells from this spell.

Panacea

8th Level Conjuration


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a vile of snake oil)
  • Class: Bard, Cleric, Druid
  • Duration: Instantaneous

You relieve a creature of all ailments and mend their wounds. The creature regenerates any lost limbs and removes all Curses, Diseases, Poisons, Petrification, Paralysis, and Exhaustion affecting them as if the wish spell was used to remove them.

Ruin Fortune

8th level Divination


  • Casting Time: 1 action
  • Range: 60
  • Components: S, M (a black cat's tail)
  • Class: Bard, Cleric, Druid, Sorcerer, Wizard
  • Duration: 1 round

Tangle the threads of fate tied to the creatures around you. Each creature of your choice within range must make a Charisma saving throw or be cursed until the end of your next turn. The next time the cursed creature is hit with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.

9th Level Spells

Bleak Stars

9th Level Divination


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (obsidian dust)
  • Class: Bard, Wizard
  • Duration: 1 minute

Create four rippling bolts of cursed blood that hover around you for the duration. You can use a bonus action to send one or more bolts streaking towards one target or several within 120 feet of you, expending them. When you do so, make a ranged spell attack for each bolt. On a hit, the target takes 4d4 necrotic damage and is cursed until the end of your next turn. While cursed, the result of each attack roll, ability score, and saving throw a creature makes is reduced by 2d4. The spell ends early if you expend the last bolt.

Blood Moon

9th Level Enchantment


  • Casting Time: 1 minute
  • Range: Self
  • Target: Self
  • Components: V, S, M (a rabbit's eye)
  • Class: Druid, Warlock
  • Duration: Concentration, up to 1 minute

Create a mesmerizing orb of blood shedding dim light in a 300 foot radius, appearing 30 feet above you. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. When a creature that can see the orb starts its turn in the dim light, they must succeed on a Wisdom saving throw or become Berserk for the duration. While berserk the creature regards all creatures it can see as enemies. An affected target must use its action to make a melee attack against a creature within its reach. If there is no creature within its reach, the creature moves towards the nearest creature. If it has multiple targets, it Attacks one at random. At the end of each of its turns, an affected target can repeat the saving throw, ending the effect on a success.

Gaia Pulse

9th Level Abjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a wooden bell)
  • Class: Bard, Cleric, Druid
  • Duration: 1 round

Channel the vibrant essence of nature to imbue each creature of your choice within range with a surge of life energy. Until the end of your next turn, each target gains 90 temporary hit points. While a creature has these temporary hit points, increase the result of each attack rolls, ability checks, and saving throws it makes by 1d8.

Red Death

9th Level Necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Target: One creature within range
  • Components: V, S, M (a human skull)
  • Class: Cleric, Sorcerer, Warlock
  • Duration: 1 minute

Curse a creature you can see within range, marking them for death. A reaper cloaked in bloody robes appears and hovers above the target until the spell ends. The cursed creature cannot regain hit points until the spell ends. You can, as a bonus action, can cause the reaper to swing its scythe, dealing 30 necrotic damage to the creature. This damage cannot be prevented in any way. If the target drops to 0 Hit Points before this spell ends, you can use an Action on a subsequent turn of yours to curse a new creature within 30 feet of you. A remove curse spell causes the spell to end.

Red Sun

9th Level Evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Target: One point within range
  • Components: V, S, M (a lion's heart)
  • Class: Sorcerer, Wizard
  • Duration: Instantaneous

A bright light streaks from your hand to a point you choose within range then blossoms with a flash of white and red. Each creature in a 30-foot radius sphere centered on that point must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 12d12 fire damage on a failed save, or half as much damage on a successful one.

Hemomancy Tarot Deck

Blood magic is closely tied to the art of fortunetelling, so much so the first blood magic was merely a way to see a person's future from the type of anima in their veins. By observing all 22 types of anima and their positive and negative sides, a total of 44 blood magic spells were able to be created.

Arcana Spell1 Spell2 Theme
__________________ _________________ __________________ _______________
0 The Fool False Guise Demimorph Form Change
1 The Magician Acid Lance Acid Wave Acid
2 The High Priestess Healing Pulse Draining Pulse Life Pulse
3 The Empress Animate Blood Vein Puppet Manipulation
4 The Emperor Blood Press Vein Burst Pressure
5 The Hierophant Red Wing Crimson Halo Divinity
6 The Lovers Alluring Aroma Berserk Cloud Pheromones
7 The Chariot Blood Javelin Crimson Lance Single Projectile
8 The Strength Crimson Slash Crimson Axe Slashing
9 The Hermit Sanitize Panacea Medicine
10 Wheel of Fortune Reversal of Fortune Weave Fate Fate
11 Justice Healing Touch Draining Claw Life Touch
12 The Hanged Man Life Link Wound Transference Pain Share
13 Death Red Death Atrophic Slice Death
14 Temperance Poison Arrow Poison Volley Poison
15 The Devil Thorn Bind Thorn Burst Plant
16 The Tower Coagulated Armor Plasma Shield Defense
17 The Star Blood Bolt Crimson Volley Many Projectiles
18 The Moon Phantom Step Phantom Mirror Illusion
19 The Sun Red Sun Heat Wave Fire
20 Judgement Enduring Spirit Weave Phantoms Soul
21 The World Gaia Pulse Antimagic Pulse Influence
Extra Arcana Item Extra Arcana Item
Wand Caduceus Clubs Execution Axe
Cup Vile Chalice Heart Crystal Heart
Sword Dainsleif Spade Pipette Lance
Pentacle Hand of Fate Diamond Gamma Blade
Pages Book of Fate
Knight Dynamo Armor
Queen Eternal Gown
King Tyrant's Crown

Items

Bleeding Armor

Armor (Plate), very rare (requires attunement)

When you take damage while wearing this armor, increase your AC by an amount equal to your Constitution modifier until the start of your next turn.

Blood Gem

Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a hemomancer)

You can use the gem as a spellcasting focus for your spells while wearing or holding it, and you gain a bonus to spell attack rolls of your hemomancy spells. The bonus is determined by the gem's rarity.

In addition, the gem has a number of charges determined by the gem's rarity. When you cast a hemomancy spell, you can expend a number of charges equal to the spell's level instead of hit dice. As an action you can spend any number of hit dice. The gem regains a number of charges equal to the hit dice spent.

Caduceus

Wand, rare (requires attunement)

While holding this wand, as an action you can target a creature within 60 feet of you. Spend 1 hit die and roll it. The target creature either regains hit points equal to the result, or takes necrotic damage equal to twice the result.

Crimson Lash

Weapon (whip), uncommon (requires attunement)

As part of the attack action, you can spend 1 hit die, make a melee weapon attack against a creature within 30 feet of you. On a hit, you can choose to knock the target prone or pull them 10 feet towards you.

Crystal Heart

Wondrous item, legendary (requires attunement)

This bright red gem has 10 charges. When you cast a hemomancy spell, you can expend a number of charges equal to the spell's level instead of hit dice. As an action you can spend any number of hit dice. The heart regains a number of charges equal to the hit dice spent.

Dainsleif

Weapon (greatsword), legendary (requires attunement)

When you hit a creature with this weapon, you can spend 1 hit die, roll it, and add the result to the attack roll. You make this choice after you see the roll, but before the DM says whether the Attack hits or misses. In addition, deal additional necrotic damage equal to twice the result and you regain hit points equal to the necrotic damage dealt.

Dripping Boots

Boots, uncommon

While wearing these boots, you can roll a d4 in place of the normal damage of your unarmed strike. As a bonus action, spend 1 hit die to move up to 10 feet and make an unarmed strike.

Dynamo Armor

Armor (plate), legendary (requires attunement)

While wearing this armor, when you are reduced to 0 hit points but not killed outright, you can spend 1 hit die to remain at 1 hit point instead.

Eternal Gown

Wondrous item, legendary (Requires attunement)

While wearing this gown, whenever a creature within 30 feet of you takes bludgeoning, piercing, or slashing damage, regain hit points equal to half the damage it took.

Execution Axe

Weapon (battleaxe), rare (requires attunement)

When you hit a creature with this weapon, you can spend 1 hit die, roll it, and add twice the result to the damage dealt.

Flesh Bow

Shortbow or longbow, uncommon (requires attunement)

When you make an attack with this bow, you can take 1 necrotic damage instead of consuming an ammunition.

Flowing Blade

Weapon (longsword), very rare (requires attunement)

When you hit a creature with this weapon, it regains 1 charge (max 3). When you end your turn without hitting a creature with this weapon, it loses 1 charge. This magic weapon deals an extra 1d6 necrotic damage for each charge it has.

Flowing Dress

Wondrous item, robe, very rare (requires attunement)

While attuned to these deep crimson robes, when you expend hit dice to cast a Hemomancy spell, gain temporary hit points equal to the result of the hit dice. These temporary hit points last 1 hour.

Gamma Blade

Weapon (longsword), rare (requires attunement)

When you make an attack with this weapon, you can spend 1 hit die, roll it, and add the result to the attack roll and damage dealt. You make this choice after you see the roll, but before the DM says whether the Attack hits or misses.

Hand of Fate

Wondtrous item, very rare (requires attunement)

A bronze gauntlet that weaves threads of fate from blood. While wearing it, as a reaction to a creature within 60 feet of you makes an Attack roll, ability check, or saving throw, can spend 1 hit die, roll it and add or remove the result to the attack roll, ability check, or saving throw. You make this choice after you see the roll, but before the DM says whether the Attack hits or misses, the ability check passes, or the saving throw succeeds.

Pelt of Gevaudan

Wondrous item, very rare (requires attunement)

Each time you take damage or hit a creature with a weapon attack, gain 1 fury point. You deal extra bludgeoning, piercing, and slashing damage equal to the number of fury points you have. Reduce your AC by an amount equal to the number of fury points you have. At the end of your turn, lose 1 fury point.

Curse This pelt is cursed with the spirit of the gevaudan, and becoming attuned to it extends its curse to you. As long as you remain cursed, you are unwilling to part with the pelt, keeping it within reach at all times. You also have disadvantage on attack rolls while not wearing the pelt, unless no foe is within 60 feet of you that you can see or hear.

Pipette Lance

Weapon (pike), rare (requires attunement)

When you hit a creature with this weapon, you can spend 1 hit die, roll it, and deal additional necrotic damage equal to the result and you regain hit points equal to half the necrotic damage dealt.

Potion of Eternal Life

Potion, legendary

When you drink this potion, you cannot die for 24 hours. In addition, regain 1 hit points at the start of your turn.

Vein seeker

Weapon (any blade), rare (requires attunement)

Attacks made with this magic weapon have advantage against any creature with less than half its hit points maximum rounded up.

Vile Chalice

Wondrous item, very rare

This chalice has 10 charges. As an action, you can drink from the cup, expend any number of charges to regain 1d10 hit points for each charge spent. When a creature dies within 30ft of the Vile Chalice, its blood magically flows into the chalice and it gains 1 charge (max 10).

Voracious Ruby

Wondrous item, legendary (requires attunement)

This deep crimson gem has 8 charges. When you cast a hemomancy spell, you can expend any number of charges to upcast the spell for each charge spent.

Curse. At the start of your turn, while this diamond has 7 charges or less, reduce your max hit points by 10, it regains 1 charge. This reduction lasts until you finish a long rest.

Artifacts

Book of Fate

Wondrous item, artifact (Requires attunement)

Mortem, the god of fate death, sowed the threads of fate into endless pages, and held them within this book of Onyx. The entirety of history, the expansive present, and the countless possible futures shall be made available to whomever reads from this artifact.

The pages magically inscribe every form of blood magic within its pages. Using the divine spark within the artifact, the strands of fate binding the world are yours to tug, pull, and weave. Should Mortem ever will it, his fragment will be returned to him, and the book shall crumble to dust.

Random Properties. The Book of Fate has the following random properties:

  • 2 minor beneficial properties
  • 1 major beneficial property

Blood Records. You can use this book as a spellbook, containing all hemomancy spells currently in existence. If a new hemomancy spell would come into existence, it will be magically recorded in this book.

Guide Fate. While holding the book, you can redirect the flow of fate. As a reaction to a creature within 60 feet of you making an attack roll, ability check, or a saving throw, after it rolls the die, but before the outcome is determined, increase or decrease the result by 1d6.

Witness Time. The book has 7 charges and regain 1d4+3 expended charges daily at dawn. You can spend 1 charge to vocally request the book to reveal a specific vision of the past, present, or possible future. You choose which creatures within 60 feet of you can see the vision.

Tyrant’s Crown

Wondrous item, artifact (Requires attunement)

The first blood queen captured the vitality of 8 ancient red dragons into a crystal crown, itself crafted from 8 Voracious Rubies. The overwhelming arcane potency of the dragons empowered any spell cast by the wearer to its highest level. The crown held such latent power that it could command the weave itself. Should the crown ever be struck by a dragon slayer weapon, it will break into 8 Voracious Rubies once again.

Random Properties. The Tyrant's Crown has the following random properties:

  • 1 minor beneficial property
  • 1 major beneficial property
  • 2 minor detrimental properties

Maximized Magic. This crown has 8 charges. While wearing this crown, when you cast a spell of 1st level or higher, you can spend 1 charge to upcast it to 9th level. This crown regains 1d4+1 charges at dawn.

Magic Resistance. While wearing this crown, you have advantage on saving throws against spells and other magical effects. In addition, you have resistance to damage from spells.

Arcane Authority While wearing this crown, you can cast counterspell and dispel magic at will as 3rd-level spells, without spending a spell slot.

Deities

Anima, The Blood Mother

Neutral Good

Goddess of Life Blood

At the time the gods were creating life, many deities offered something to be added in. It was Anima who gifted blood, the red liquid that would serve as the strings binding a creature's body together, and to distribute nutrients and oxygen throughout it.

From Anima, the gods of martyrs, renewal, and immortality were born, and probogated by their mother's blood. Over time they were corrupted into the gods of bloodshed, fated death, and vampirism. Anima's love for her children had been abused, as each child's existence would be a plague on all life, leeching off their mother's blood.

Anima holds domain over the life giving aspects of blood. She is a matron of medicine, healing, and fertility. She is prayed to for healthy births, strong constitutions, and safety for the sick and dying.

Great Red Slime by Chaehyeon Ra on Artstation

Bellum, The Asura

Neutral Evil

God of Wounds

When the first wound was made from one creature to another, Bellum was born and fed off the blood dripping from the gash. Predators would feed on animals, and hunters would slay prey, but nothing fed Bellum more than the feast of wounds that wars bring him.

Warriors would pray to Bellum for both favor and mercy. He would bless soldiers with weapons that left deep wounds. Should an acclaimed warrior be struck by many wounds, the mercy of Bellum will allow them to coagulate and spare their life. Battle scars are adorned like badges of honor to display they are loved by the god of bloodshed.

Born a god of martyrs, he could have become a caring deity who bore the burdens of others. Through endless wars and bloodshed, Bellum would be corrupted into a god of war who scarred and bled dry whoever he wished.

Ruiner of Eden from Shadowverse Shadowverse is Developed and Published by Cygames

Mortem, The Moirai

Lawful Evil

God of Lifespans

The first creatures died randomly, and in utter chaos. The dry blood from their corpses would form into Mortem. She took the blood of the living, and weaved it into thread, measured their lifespans, and severed them at their time of death. Through these acts, Mortem would claim dominion of the fate of the living.

The only prayers Mortem recieves are for the mercy of a long life, or the brevity of an another's. Mortem ignores nearly all these prayers, reluctant to alter his intricate web of life. Creatures are only granted Mortem's favor in exchange for bringing death to those that have escaped their eternal rest. Be it divine resurrection or necromantic rites, Mortem seeks to reclaim all that escape their fates.

Born a god of renewal, he could have become a patient deity who brought peace to the decaying so that their corpses could bring forth new life. Through countless murders and assassinations, Mortem would be corrupted into a god of death who ruled over the life-spans of everything like a tyrant.

Malachai by OnkelJoe on Deviantart

Sitim, The Rebis

Chaotic Evil

God of Vampires

The first vampire was brought out by the fear of death. Through originally a pure wish, was corrupted into an existence of desperation and hunger. For the life of one to be sustained indefinitely, it must consume the energy of another. This hunger would become a disease that spread across the land, turning a thriving ecosystem into a den of starving beasts lunging at each other's throat. And from every drop of blood drained, Sitim would be fed.

Vampires and those wishing to become vampires pray to Sitim to share his power. Often the god grants favor in the form of an all consuming hunger that drives the blessed to ignore pain and sorrows and dive into a primal thirst, giving them super human might drawn from their deepest reserves. Champions of Sitim are known for their depravity and merciless behavior, acting more like animals that noblemen. As such the patron deity of vampires is also seen as their enemy, the embodiment of hunger they seek to drive away.

Born a god of immortality, it could have become a gentle deity who would offer an escape from war and death. Fearing their own demise, the brothers Bellum and Mortem corrupted their younger sibling into an existence that thrived on the stolen life force of others, ensuring the propogation of all three children. Now Sitim is a lazy deity, who grants vampirism to whoever catches its eye, leeching off every drop drained by his children.

Demon. by Maxim19882 on Deviantart


The Beast of Gevaudan

Large beast, unaligned


  • Armor Class 20 (natural armor)
  • Hit Points 113 (15d10+30)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 15 (+2) 3 (-4) 14 (+2) 8 (-1)

  • Skills Perception+6, Stealth+7
  • Senses Passive Perception 14
  • Languages
  • Challenge 9 (5000 XP)

Blood Frenzy. The gevaudan has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Keen Hearing and Smell. The gevaudan has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Fury. When gevaudan takes damage or hits a creature, it gains 1 fury point. The gevaudan deals extra bludgeoning, piercing, and slashing damage equal to the number of fury points it has. Its AC is reduced by an amount equal to the number of fury points it has. At the end of the gevaudan's turn, it loses 1 fury point.

Bonus Actions

Rampage. When the gevaudan reduces a creature to 0 hit points with a bite attack on its turn, the gevaudan can take a bonus action to move up to half its speed and make a bite attack.

Actions

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Reactions

Unbridled Fury. In response to being hit by a melee attack, the gevaudan can make one claws attack with advantage against the attacker.



Crimson King

Gargantuan Fey, Chaotic Evil


  • Armor Class 18 (natural armor)
  • Hit Points 263 (21d12+126)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
23 (+6) 9 (-1) 23 (+6) 20 (+5) 20 (+5) 25 (+7)

  • Saving Throws Con +13, Wis +12, Cha +14
  • Skills Deception +14, Insight +12, Intimidation +14, Persuasion +14
  • Damage Resistances Bludgeoning, Piercing, and Slashing from nonmagical attacks
  • Damage Immunities Acid, Necrotic, Poison
  • Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
  • Senses Passive Perception 22
  • Languages All, telepathy 120 ft.
  • Challenge 21 (1800 XP)

Crimson Court. When the crimson king takes 10 or more damage, it creates any combination of blood soldiers within 10 feet of it depending on the amount of damage it takes. A crimson pawn is worth 10 damage, a crimson rook is worth 20 damage, a crimson knight is worth 30 damage, a crimson bishop is worth 40 damage, and a crimson queen is worth 50 damage.

Magic Reistance The crimson king has advantage on saving throws against spells and other magical effects.

Vial Chalice. The crimson king is holding a golden chalice containing blood with 10 charges in it. When a creature dies within 60 feet of the crimson king the chalice regains 1 charge.

Actions

High Blood Magic (Recharge 5-6) The crimson king uses crimson slash or crimson lance.

Crimson Slash. The crimson king swings a blood blade in a 30-foot cone. Each creature in that cone must make a DC 21 Dexterity saving throw, taking 55 (10d10)

Crimson Lance. The crimson king hurls a blood lance in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 55 (10d10) piercing damage on a failed save, or half as much damage on a successful one.

Blood Javelin. Ranged Spell Attack: +16 to hit, range 180 ft., one target. Hit: 27 (6d6 + 6) piercing damage.

Thorn Burst Blood spikes burst from the ground around the crimson king. Each creature within 20 feet of the crimson king must make a DC 21 Dexterity saving throw, taking 21 (6d6) piercing damage on a failed save, or half as much on a success.

Drink From Chalice. The crimson king drinks from his golden cup filled with blood. Spend all the charges the vial chalice has. The crimson king regains 1d10 hit points for each charge spent. Recharge the crimson lance or crimson slash attack.


Crimson Queen

Huge Construct, Neutral


  • Armor Class 14 (natural armor)
  • Hit Points 53 (7d10+14)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 14 (+2) 5 (-3) 10 (+0) 8 (-1)

  • Damage Resistances Acid, Necrotic
  • Damage Immunities Poison
  • Condition Immunities Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Poisoned
  • Senses Passive Perception 10
  • Languages
  • Challenge 5 (1800 XP)

Blood Frenzy. The crimson queen has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Actions

Blood Greataxe. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 23 (3d12 + 4) piercing damage.


Crimson Bishop

Medium Construct, Neutral


  • Armor Class 11 (natural armor)
  • Hit Points 21 (6d6)
  • Speed 0 ft., fly 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 10 (+0) 5 (-3) 10 (+18) 8 (-1)

  • Damage Resistances Acid, Necrotic
  • Damage Immunities Poison
  • Condition Immunities Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Poisoned
  • Senses Passive Perception 10
  • Languages
  • Challenge 4 (1100 XP)

Enduring Aura. If damage reduces an ally creature within 30 feet of the crimson bishop to 0 hit points, the creature can make a Constitution saving throw with a DC of half the damage taken. On a success, the creature drops to 1 hit point instead.

Actions

Give Life The crimson bishop takes 2d6 necrotic damage. One creature within 60 feet of the crimson bishop regains hit points equal to the necrotic damage taken.

Take Life Ranged Spell Attack: +7 to hit, range 30 ft., one target. Hit: 7 (2d6) necrotic damage. The crimson bishop regains hit points equal to the necrotic damage dealt.


Crimson Knight

Medium Construct, Neutral


  • Armor Class 15 (natural armor)
  • Hit Points 22 (4d8+4)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 12 (+1) 5 (-3) 10 (+0) 8 (-1)

  • Damage Resistances Acid, Necrotic
  • Damage Immunities Poison
  • Condition Immunities Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Poisoned
  • Senses Passive Perception 10
  • Languages
  • Challenge 3 (700 XP)

Far Sighted. The crimson knight has advantage on creatures beyond 100 feet from it.

Actions

Blood Lance (Melee). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d12 + 2) piercing damage.

Blood Lance (Ranged). Ranged Weapon Attack: +5 to hit, reach 180 ft., one target. Hit: 8 (1d12 + 2) piercing damage.


Crimson Rook

Large Construct, Neutral


  • Armor Class 16 (natural armor)
  • Hit Points 32 (3d12+12)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 18 (+4) 5 (-3) 10 (+0) 8 (-1)

  • Damage Resistances Acid, Necrotic
  • Damage Immunities Poison
  • Condition Immunities Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Poisoned
  • Senses Passive Perception 10
  • Languages
  • Challenge 2 (450 XP)

Defender. Attacks made against an ally creature within 5 feet of the crimson rook have disadvantage.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) piercing damage.

Whip Tail. Melee Weapon Attack: +4 to hit, reach 15 ft., one target. Hit: 7 (2d4 + 2) piercing damage.


Crimson Pawn

Small Construct, Neutral


  • Armor Class 12 (natural armor)
  • Hit Points 7 (2d4+2)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 12 (+1) 5 (-3) 10 (+0) 8 (-1)

  • Damage Resistances Acid, Necrotic
  • Damage Immunities Poison
  • Condition Immunities Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Poisoned
  • Senses Passive Perception 10
  • Languages
  • Challenge 1 (200 XP)

Pack Tactics. The crimson pawn has advantage on an attack roll against a creature if at least one of the crimson pawn's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions

Blood Javelin (Melee). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

Blood Javelin (Ranged). Ranged Weapon Attack: +3 to hit, reach 30/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

 

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