Hemomancer 1.0

by AnriAstora

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Hemomancer 1.0

Ritual of Blood Transfusion

To every hemomancer starts with their ritual of a powerful creature's blood being transfused into a creature typically with the assistance of another master hemomancer. What creature’s blood was used determines some aspects of their powers. It is surmised that the first hemomancer in a desperate attempt to save their own life after nearly winning a fight against a dragon used the dragon’s blood to replace their own. Or Perhaps the blood ritual was part of a deal with a powerful creature, instead of making a pact to become a hemomancer you did a favor for a creature in exchange for the ritual.

Writing on the Wall

After the ritual is completed the novice Hemomancer is forever changed. And might already have gone through some transformation, gaining physical aspects of the creature that was used in the ritual. And as the Hemomancer progresses the blood grows and more changes are visible. And eventually whether they know it or not all Hemomancer’s transform into the creature that created them.

Power of Blood

Hemomancer are driven by the power of blood. They hunt down powerful creatures to gain their powers by becoming chimera’s of their own design. Their blood magic prevents any kind of rejection and they are masters of their own kind of wicked surgery. But the rarity of their magic as well as its speciality also make them targets of groups that would consider them blasphemous, but also by nobles in search of gaining a bit of power for themselves with little work on their part.

Hemomancer despite their reputation can also be great allies to anyone that would accept them. Their unique magic invigorates their friends and curses their foes to tilt battles in their favor. And the versatility of their potential power’s have them fit in any party that would them.

Creating a Hemonancer

When creating a hemomancer think about the kind of person would bond with blood in such a way? Is it family tradition? A result of an experiment by a mad mage that they narrowly escaped from? Or did they hear rumors of such magic and managed to get their hands on some blood from a powerful creature. Whatever the case maybe blood magic is not always so kind to its users. Memories of previous creatures may flash in your dreams, or while you're awake. Phantom sensations and multiple personalities may form especially after one starts to graft their bodies with other creatures. Their sense of self may start to deteriorate. How do they struggle with the fact that their rituals often are brutal in nature? Will they become a monster themselves after grafting so many on themselves or will they become better for it? There is wisdom in blood, new found empathy when feeling and seeing things literally through another creature's eyes, and hands.

Hemomancer
Level Proficiency Bonus Features Rituals Known Invigorate Uses Cantrips Known Spells Known Spell Slots Slot Level
1st +2 Bloodmagic, Transfusion, Invigorate 4 2 2 2 1st
2nd +2 Blood Rituals 2 4 2 3 2 1st
3rd +2 Transfusion Feature 2 5 2 4 2 2nd
4th +2 ASI 3 5 3 5 2 2nd
5th +3 Extra Attack 3 6 3 6 3 3rd
6th +3 Adept Invigorate 4 6 3 7 3 3rd
7th +3 4 7 3 8 3 4th
8th +3 ASI 5 7 3 9 3 4th
9th +4 Transfusion Feature 5 8 3 10 4 5th
10th +4 Graftsmanship 6 8 4 10 4 5th
11th +4 Expert Invigorate 6 8 4 11 4 5th
12th +4 ASI 6 8 4 11 4 5th
13th +5 6 9 4 12 5 5th
14th +5 Adept Graftsman 7 9 4 12 5 5th
15th +5 Transfusion Feature 7 9 4 13 5 5th
16th +5 ASI 7 9 4 13 5 5th
17th +6 7 10 4 14 6 5th
18th +6 Master Graftsman 8 10 4 14 6 5th
19th +6 ASI 8 10 4 15 6 5th
20th +6 Transfusion Feature 8 10 4 15 6 5th

Class Features

As a class_name, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per class_name level
  • Hit Points at 1st Level: 10 + your charisma modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your charisma modifier per Hemomancer level after 1st

Proficiencies


  • Armor: light armor, medium armor, shields
  • Weapons: simple weapons, martial weapons
  • Tools: Grafting Tools

  • Saving Throws: charisma, constitution
  • Skills: Choose two skills from; Performance, Deception, Persuasion, Intimidation, Medicine, Perception, Insight, Acrobatics, Athletics, Stealth

Equipment

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

  • (a) a martial weapon and a shield or (b) 2 martial weapons
  • (a) 20 bolts or (b) 20 arrows or (c) five javelins
  • (a) a studded leather armor or (b) chain shirt (c) scale mail
  • (a) vial of blood, grafting tools, and a entertainer's pack

Grafting Tools

At 1st level, Grafting tools are tools required to effectively remove the limbs, organs, and extract blood from a creature without destroying them in the process. It includes a bonesaws, syringe, carving knives, cleavers, eye extractors, etc. It weighs 10 lbs.

Blasphemous Vitality

At 1st level, Every level you take in hemomancer you add half your charisma modifier rounded up to your maximum HP

Invigorate

At 1st level, You learn how to empower others and yourself temporarily using your blood magic. You can take a bonus action on each of your turns in combat where you can target a creature you can see up to 30 ft including yourself. The creature gains one of the following effects for up to one minute.

  • speed increase of 10ft
  • Advantage on one saving throw or ability check the creature chooses
  • Add your charisma modifier to their initiative roll, if used during combat it changes the turn order of the next round.
  • +1 increase to AC
  • Target a close creature. On the target creatures next turn they must target you for attack action or target of a spell/ability.

A creature can only benefit from an effect once, trying to boost a creature using the same effect multiple times doesn’t work. But a single creature could be affected by multiple different effects of this feature at the same time.

The number of uses for this feature is listed on the Hemomancer Table under Invigorate Uses. You regain any expended uses when you finish a long rest.

Blood Magic

You draw on the magical essence of blood itself, and the innate magic that is in the flesh of all things. You can cast spells to shape that essence to your will. When you cast spells glowing blood dances around you, fulfilling the somatic components of spells even if your hands are full.

Blood Required

You produce your hemomancer spell effects through your blood. You must have a spellcasting focus—specifically either by wearing a vial of blood, or a wield specific objects created in your Blood Rituals—in hand when you cast any spell with this Spellcasting feature. When you cast magic through one of your magic focuses created in a Blood Ritual you choose how the spell is displayed;whether the item glows with occult runes, or dances around the item, etc.

Cantrips (0-Level Spells)

At 1st level, you know two cantrips of your choice from the hemomancer spell list. At higher levels, you learn additional hemomancer cantrips of your choice, as shown in the Cantrips Known column of the Hemomancer table.

When you gain a level in this class, you can replace one of the hemomancer cantrips you know with another cantrip from the hemomancer spell list.

Spell Slots

The Hemomancer table shows how many Spell Slots you have. The table also shows what the level of those slots is; all of your Spell Slots are the same level. To cast one of your Hemomancer Spells of 1st Level or higher, you must expend a spell slot. You regain all expended Spell Slots when you finish a Long Rest.

For example, when you are 5th Level, you have two 3rd-level Spell Slots. To cast the 1st-level spell Frost Fingers , you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher

At 1st Level, you know two 1st-level Spells of your choice from the Hemomancer spell list.

You learn a new Hemomancer spell every time you gain a level from 2 through 9, as well as at level 19. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th Level, for example, you learn a new Hemomancer spell, which can be 1st, 2nd, or 3rd 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 spell from the Hemomancer spell list, which also must be of a level for which you have Spell Slots.

Spellcasting Ability

charisma is your spellcasting ability for your hemomancer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an hemomancer spell refers to your spellcasting ability. In addition, you use your charisma modifier when setting the saving throw DC for an hemomancer spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your charisma modifier

Ritual Casting

You can cast an hemomancer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Blood Transfusion

At 1st Level, Choose your blood transfusion, which describes the source of your innate magical power, such Demonic blood.Your choice grants you features at 1st, and again at 5th level 9th and 15th level.

Blood Rituals

At 2nd level, You learn the arcane art of Blood Rituals. While taking a long rest you can meditate on what Blood Rituals you want to learn. Additionally you can feel the emotions and fractured memories of the dead creature when touching them. You intuit how to use their parts and muscle memory into your rituals.

Blood Rituals Known

When you gain this feature, pick four Blood Rituals to learn, choosing from the "Hemomancer Rituals" section at the end of the class's description. You learn additional rituals of your choice when you reach certain levels in this class, as shown in the Rituals Known column of the Hemomancer table.

Whenever you gain a level in this class, you can replace one of the Hemomancer rituals you learned with a new one.

Performing a Ritual

Whenever you finish a long rest, you can perform any number of Blood rituals you know. A ritual only works on only certain kinds of objects or creatures, as specified in the ritual’s description, and may require some material components to complete. If the item requires attunement, you can attune yourself to it the instant you are done conducting the ritual on the item or creature. If you decide to attune to the item later, you must do so using the normal process for attunement (see "Attunement" in chapter 7 of the Dungeon Master's Guide).

Your Blood Rituals remain in effect indefinitely, but when you die, the ritual boons deteriorate after a number of days have passed equal to your charisma modifier (minimum of 1 day). The effects also vanish if you give up your knowledge of one blood ritual for another one unless it states the effects of the ritual are permanent

After completing a long rest you can perform each Blood Ritual up to once. Each one takes around 5-10 minutes to complete. All materials and willing creatures must be present for the blood ritual to work.

Extra Attack

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

Adept Invigorate

At 6th level you learn more ways to enhance creatures with blood magic. But Also how to curse creatures with debuffs. The following are added effects you can now do to creatures. Additionally if a creature within 30ft of you is being attacked or targeted by spell you can use your reaction to use an invigorate feature on the target creature or the attacking creature but on your next turn you are unable to use the Invigorate feature as a bonus action.

  • Using your reaction (after targeting the creature with this effect using your bonus action) gives a creature disadvantage on a saving throw or ability that they are about to roll.
  • Reduce the walking speed of creature by 10ft
  • The creature is unable to use their reactions till the start of your next turn
  • Increase jump height and distance by 4 times their normal amount, and they take no fall damage from falls less than 50 ft.
  • Add your charisma modifier to a saving throw or ability check
  • Creature is immune to being frightened or charmed
  • The Creature must attack you at least once (or move to attack you) during their next turn. You can end this effect - at any time but must choose to do so before they roll for their attack.

Additionally using one of your Invigorate Uses you can cast a 1st level spell you know without the need for material components.You can do this a number of times equal to your charisma modifier per long rest.

Graftmanship

At 10th level, You are becoming more advanced in your graftsmanship and learn how to graft more powerful body parts under Blood Rituals. As an action you can put your hand on a recently dead corpse and see its stat block. On the Graftsmanship Chart Below it shows what limbs need to be removed and their following effects. With some of these effects requiring the use of Grafted Spell Slots to empower it. All grafted spell slots are regained every long rest. Some grafted limbs require attunement, you can attune up to 4 grafted limbs using this feature which are separate from your normal attunement. So you can attune up to 3 items and 4 grafted limbs. You can also graft limbs to other willing creatures as long as it doesn’t require a grafting spell slot to use. If you graft an additional limb onto yourself and you have all your grafted attunement slots full, one of them remains dormant and you are unable to use one of your grafting spell slots to empower it. You can cast your 5th level grafting spells using your blood magic spell slots as well. You can only use your grafting spell slots for grafting spells.

You get one grafting spell slot at each spell slot level starting from one at 5th level. At 11th level, one 6th level grafting spell slot. At 13th level, one 7th level grafting spell slot. At 15th level, one 8th level grafting spell slot. At 17th level, one 9th grafting level spell slot. You regain all your grafting spell slots after completing a long rest.

Expert Invigorate

At 11th level, you learn even more ways to curse or buff creatures using your blood magic.

  • Walking speed increase of 15 feet instead of 10
  • AC increase of +2 instead of +1
  • Add you charisma modifier to an attack roll
  • Using your reaction, Decrease an attack roll of creature they are about to roll by your charisma modifier
  • Double the creature's proficiency score on a skill check.
  • The target creature can’t attack another chosen creature till their next turn starts Additionally you can cast 2nd level spells using your Invigorate Uses and not just your first level spells.

Skilled Graftsmen

At 14th level, you can attune up to 5 sets of limbs.

Master Graftsmen

At 18th level, you can attune up to 6 sets of limbs.

Blood Transfusions

Archfey

The blood of an Archfey was used in the ritual. It granted powers of the fey.

Archfey Spells

At 3rd level, You always have certain spells prepared after you reach particular levels in this class, as shown in the Archfey Spells table. These spells count as hemomancer spells for you, but they don't count against the number of hemomancer spells you prepare.

Spell Level Spells
1st Faerie Fire, Sleep
2nd Nathair's Mischief, Phantasmal Force
3rd Blink, Plant Growth
4th Dominate Beast, Greater Invisibility
5th Dominate Person, Seeming

Fey Tongue

You know how to speak sylvan.

Moodswing Curse

Every time you take a long rest you must determine the season of your mood. The season you get chosen determines these subclass features, in parenthesis before the feature it will state the season. If you choose your season you must choose a different season from the last time it was determined . Alternatively you can roll a 1d4 to determine your season.

  • (Spring) Increase walking speed by 5ft You know the cantrip friends
  • (Summer) Resistant to fire damage You know the produce flame cantrip
  • (Autumn) Resistance to necrotic damage You know the toll the dead cantrip
  • (Winter) Resistance to cold damage You know the ray of frost cantrip

Invigorate

At 3rd level, you learn additional invigorate effects using the fey blood coursing through your veins.

  • Teleport a willing creature 30 ft.
  • (Spring) attempt to charm the creature, the creature must succeed a charisma saving throw against your spell DC.
  • (Summer) Add your charisma modifier to damage of attack roll. You can change the damage of your attack to fire damage.
  • (Autumn) creature succeeds a constitution saving throw against your spell DC or falls prone
  • (Winter) creature succeeds a constitution saving throw against your spell DC or has disadvantage on their next weapon attack roll before the end of its next turn.

Wild Marksmanship

At 3rd level, you learn how to incorporate fey and blood magic into your archery. After hitting a target creature with your attack action with a ranged weapon attack you can use your bonus action to an Invigorate effect on the creature regardless of the features normal range. You can make a ranged weapon attack with blood ammunition. The blood ammunition does no damage.

At 9th level. If you used an Arbalest of an Accursed Apostate as an arcane focus to cast a cantrip as a bonus action you can make a ranged melee attack with the arcane focus.

Advanced Fey Invigorate

At 9th level, you learn additional invigorate effects using the fey blood coursing through your veins.

  • You can teleport non willing creatures 10ft
  • Enchant the ammunition inside your ranged weapon arcane focus. The next time you make a ranged weapon attack that - bolt attacks in a line in front of you up to the range of the weapon. You roll an attack roll for every creature in that line.
  • (Spring) Creature makes a wisdom saving throw or is forced prone while uncontrollably laughing till they succeed the -saving throw.
  • (Summer) set fire to creatures doing your charisma modifier of damage at the start of their turn until they succeed a dexterity saving throw to put out the fire.
  • (Autumn) the creature cannot regain hit points for the next 2 turns.
  • (Winter) if the creature moves during their next turn they take your charisma modifier in damage and have disadvantage on their attack rolls.

Fey Transformations

At 15th level, the fey blood inside you grows to the point where for a short time you can assume some aspects of fey creatures. As a bonus action you can assume these aspects for up to one minute and can’t do so again until you complete a short or long rest.

  • (Spring) Sprout a set of butterfly wings, you have a fly speed of 30ft, if you already have wings your fly speed increases to another 30ft.
  • (Summer) You sprout flowers from your back that explode and you pollinate an area of 30ft around you. Creatures you choose must make a charisma saving throw against your spell DC or be charmed, frightened, or put to sleep. For the until your next turn the area is considered obscured unless there is a strong breeze.
  • (Autumn) Silk sacks form on your body and explode a massive magical web around you in a 60ft cube. The web has the same effects of the web spell but only creatures you choose get stuck by the web, it is still difficult terrain for all creatures. And a structural pillar of web forms in one unoccupied space around you to support the structure.
  • (Winter) You form a transparent cocoon around yourself, your AC increases by 5 and you cannot move or be moved by non magical means. You are resistant to magical and physical types of damage while inside the cocoon. You heal yourself a quarter of your maximum health every turn you stay inside the cocoon. You cannot make any attack actions while inside the cocoon, or cast any spells, but you can use your class features such as invigorate as normal. You can use your bonus action to get out of cocoon.

Feywild Butterfly

At 20th level your next long rest you form a cocoon around yourself and when you awaken are rebirthed into that of an archfey. You choose how your new form looks and whether or not you keep any limbs that you grafted onto yourself, or they merely changed in appearance to better fit your new form. You retain the same ability scores and skills and hit points, but gain all other features of the Archfey. As well you can change your season at will, and your uses of Fey transformations increase to 4, one use for every season.

Link to statblock: (not made by me) https://www.kassoon.com/dnd/monster-stat-block/219/archfey/

Vampire Lord

Vampire Spells

At 1st level, You always have certain spells prepared after you reach particular levels in this class, as shown in the Vampire Spells table. These spells count as hemomancer spells for you, but they don't count against the number of hemomancer spells you prepare.

Spell Level Spells
1st Inflict Wounds, Shield
2nd Blur, Spider Climb
3rd Haste, Gaseous Form
4th Shadow of Moil, Locate Creature
5th Enervation, Geas

Vampire Senses

You are proficient in perception checks if you aren't already. Perception checks use your charisma ability instead of your Wisdom ability as your heightened senses are innate.

Vampirism Curse

At 1st level you start to feel the slow transformation into an undead. Pick one strength and 1 weakness from the chart below at 1st level. The Number of each strength must correspond to the same number of each weakness. You do so again at 3rd, 6th, 9th level.

Level Strengths Weaknesses
1st 1. Darkvision 120ft 1. Sunlight Skin Sensitivity
2. Necrotic Damage Resistance 2. Radiant Damage Weakness
3. Resistance to nonmagical physical damage 3. You are considered undead for the purposes of healing spells
3rd 1. Alacrity. You have advantage on acrobatics or athletics checks 1. Whenever your turn ends in water you take 1d6 radiant damage
2. Keen Smell. You have advantage to perception checks involving smell. 2. You can only eat raw meat
3. Intimidating You have advantage on intimidation checks 3. You are considered undead for spells/features like detect evil or good
6th 1. Batform. Use an action to shape change into a bat or back into your true form. 1. Cannot enter a residence without an invitation from one of the occupants
2. Swarm of Rats 2. Repelled by garlic
3. Vampiric Bite 3. You have to drink blood once a week or take 1 level of Exhaustion
9th 1. Charm 1. You have no reflection in a mirror
2. Mist Form 2. Skin is cold to the touch
3. Heartbeat Sensor 3. You have no heartbeat

Sunlight Skin sensitivity. If bare skin is exposed to direct sunlight, the creature takes 1d4 radiant damage every turn that they end with exposed skin. If their eyes are exposed to direct sunlight(Ie not wearing a hat or hood) they have disadvantage on attack and perception rolls involving sight.

Vampiric Bite. Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Charisma modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d10 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.

  • When you attack with this bite and hit a creature that isn’t a Construct or an Undead, you can empower yourself in one of the following ways of your choice:
  • You regain hit points equal to the piercing damage dealt by the bite.
  • You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite.

You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Swarm of Rats. Once per long rest you can summon a swarm of rats in an unoccupied or occupied space within 30ft that you can see. The rats are friendly to you and creatures you choose. But you don’t control the rats.

Charm. Once per long rest you can try to charm a creature you can see within 30 ft if they fail a charisma saving throw. If the creature fails they target you as a trusted friend to be headed or protected. The target isn’t under your control; they take your requests and actions in the most favorable way and let you bite them.

Mist form. Once per long rest you can cast Gaseous form on yourself.

Heartbeat Sensor. You can sense the presence of living creatures within 30ft around you by hearing their heartbeats. Stealth checks made against you involving sound as at disadvantage within 30ft of you. Perception checks to hear living creatures within 30ft are made with advantage unless they're behind thick walls then it's at disadvantage. Putting your ear to a thin door allows you to hear normally as if you're on the other side of the door. Insight checks are made at advantage against living creatures within 30ft as you can hear their heartbeat and can tell if their heartbeat betrayed them.

Vampire Invigorate

At 3rd level, you learn additional invigorate effects using the vampire blood coursing through your veins.

  • Attempt to charm a creature, the creature must succeed a charisma saving throw or be charmed.
  • Add your charisma modifier to one of another creature's attack and damage rolls on their next turn that they choose.
  • A Creature has disadvantage on their next constitution saving throws when trying to concentrate on a spell or ability.

Vampire Swordsmanship

At 3rd level, As a bonus action using the use of Invigorate you can control your Blasphemous Bone Blade at a distance having it float in the air around you for up to a minute, requiring your concentration and moving it up to 20ft. It can only move 20ft each round using your bonus action and you can do your attack actions as normal on creatures close to where the weapon is. As a free action you can have the weapon rush back, or teleport back into your hand ending the use of this feature.

9th level, If you used a Blasphemous Bone Blade as an arcane focus to cast a cantrip as a bonus action you can make a melee attack with the Blasphemous Bone Blade.

Advanced Vampire Invigorate

At 9th level, you learn additional invigorate effects using the vampire blood coursing through your veins.

  • Heal yourself or another willing creature equal to the number of creatures below maximum hp within 30ft multiplied by your charisma modifier. Add 10 for every dead creature within the range.
  • Creature must succeed a wisdom saving throw or is frightened by you.
  • Cast a cantrip at a distance using the Vampire Swordsmanship feature

Vampire Transformations

At 15th level, the vampire blood inside you grows to the point where for a short time you can assume some aspects of a vampire lord. As a bonus action you can assume these aspects for up to one minute and can’t do so again until you complete a short or long rest.

  • You can turn into a swarm of bats and can move up to walking speed without provoking opportunity attacks, and ignoring difficult terrain. (You can’t use this feature if your underwater or in direct sunlight)
  • In a 60ft radius centered around you every creature is surrounded in magical darkness and creatures that you choose can see.

Newborn Lord

At 20th level, On your next long rest you will die and become petrified, unaging, and without decay. If not cured of your vampirism the next time you buried at least 6ft into the ground. at midnight you will rise again and be reborn as a full fledged vampire lord. You choose how your new form looks and whether or not you keep any limbs that you grafted onto yourself, or they merely changed in appearance to better fit your new form. You retain the same ability scores and skills and hit points, but gain all other features found in Strahd’s stat block. You can create your own lair and your own coffin.

Blood Rituals

Hang'Em to Dry

You use your blood magic to rapidly age, and dry some meat over a pit of fire, creating a number of rations equal to the number of steaks worth of meat. These rations are good for the next couple of months.

Materials: Meat

Darksight Eyes

You grant darkvision to a willing creature up to 60ft ,or 120ft if they already have darkvision.

Materials: blood, or eyeballs of a creature with darkvision

Bestial Claws

You have natural weapons 1d8 slashing damage, they are considered light weapons. You can manifest them in one or both your hands. They use your charisma modifier for attack and damage rolls.

Blood Potion

You can create a healing Potion of Healing out of your own blood. It has the same effects of normal potion healing but this blood potion expires the next time you take a long rest; making it useless. After a week the potion turns into a Rotting Blood Potion.

At 6th level, you create a Potion of Greater Healing with your blood.

At 10th level, you create a Potion of Superior Healing with your blood.

At 15th level, you create a Potion of Ultimate Healing with your blood.

Materials: a container, preferably made of glass

Rotting Blood Potion

Create a rotting blood potion. Rotting Blood Potions have the thrown property of 30/60. They attract beasts below intelligence of 6 to gather around the space it was thrown or encourage to attack the creature covered by its contents if a successful ranged attack was made against them. The creature would have to take off their clothes or go into a body of water to remove this effect quickly, cleaning it would take at least a minute.

Materials: a container, preferably made of glass

Under the Knife

You perform cosmetic surgery aided with blood magic on a willing creature. Each time you decide how you want to change the face of yourself or another willing creature. You can't change a person's race or give them features of another race. If a race doesn't have horns then you can't grow horns, and though you can change the height and proportions to a degree but you can't change a creature's size category. But the colors and patterns can be changed to something unnatural of the race.

Materials: Grafting tools

Gills and Fins

You graft gills from a medium sized aquatic creature onto a willing creature. They can breathe underwater whether it is fresh or sea water and gain a swimming speed of 30ft.

Materials: gills of a medium sized aquatic creature.

Surgery! Surgery!

Prerequisite: 6th level

You learn how to complete a variety of surgeries using your blood rituals. From replacing damaged limbs from other creatures, inserting redundant organs, or simply reattaching lost limbs you got it covered. You can also add certain redundant limbs.

Redundant Lungs- The creature may take dash action as a bonus action. Incompatible with Redundant Heart

Redundant Liver- The creature can now consume twice as much alcohol without becoming inebriated. This doesn’t solve the problem of alcoholism to be clear.

Fins- the creature has a swim speed of 30ft.

You can also cast the spell Alter Self as part of this Blood ritual on yourself or another person. The effects of the spell are permanent. But they are unable to change their appearance unless they cast the spell again.

At 10th level you can learn how to implant a redundant heart. If the creature drops to 0 hit points instead of going into death saving throws they are stabilized. You have to do another blood ritual to remove the dead heart or put another emergency heart.

Materials: corresponding limb or organ of compatible size.

Bottomless Stomach Pouch

Using the stomachs of at least 1 large or bigger monster creates a pseudo bag of holding. It has the same capacity as a bag of holding. But Putting one inside another just digests one of them, destroying the Bottomless Stomach Pouch. Food cannot be stored into the pouch or else it will get slowly digested and soon disappear entirely. Exceeding the volume will have the pouch randomly consume items until the contents don’t exceed its limits. When you hold this item you feel its hunger and gluttony. It calls to be satiated. If the pouch is pierced, or torn, it ruptures and is destroyed, or If the pouch is turned inside out, its contents spill forth, unharmed. If turned inside out the pouch must be put right before it can be used again. Breathing creatures inside the pouch can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to be slowly digested. Purposefully filling the pouch with acid, oil, or other potentially dangerous fluids can allow it to be used to vomit the contents in a 15 ft cone from the user as an Action, using up 1 liter of the fluid.

Hat of Hidden Heresy

Using the skin of a humanoid creature you create a leather hat or hood, concentrating all their insecure feelings, and guilt to the surface that the creature had in their life. Others may not accept you anymore for what you have become, use this to blend in. Whenever a creature wears this item they can cast the disguise self spell as an action. Dispelling the spell is free action.

Materials: Skin of a intelligent humanoid creature

Mask of Many Throats

Using the throats of dead creatures you sew them together using your grafting tools, you blood magic to turn the skin to leather. When a creature speaks through the mask the mask vibrates, as it also speaks with you(you decide if it has its own mouth or not). Each throat is a new language you can speak and understand but not read as well a new voice you can replicate.The Mask can grow into a face scarf and eventually a cloak. Additionally sign languages can be learned by incorporating the finger bones of a creature that knows them. After creating your Mask of Many Throat you can always sew more onto it as long as you know this Blood Ritual.

Languages like Thieves cant require the throats of 2 thieves to sewn onto the mask. The throats of four animals allow you to cast the speak with animal spell at will without expending a spell slot. After a total of 7 throats sewn into the mask you can speak to the dead.

Materials: Throats of creatures, or finger bones for sign languages.

Crown of Many Eyes

Using the eyes of a dead creature and their bones you create a magical visor/crown. You can attach it to a helmet or wear it as is. As a bonus action you can lift the visor up or down. When the visor is up the eyes close and rest but when the visor is down the eyes open and you see through all of them at once. Each eye is one language you can read if they know a language you don’t while the visor is down. Eyes from a creature that has truesight add truesight, eyes from a creature that has darkvision add or extend your darkvision by 60ft. You can always incorporate more eyes after a long rest by doing the blood ritual again.

After 7 total eyes are added you gain proficiency in perception checks and must attune to the item to gain its effects.

At 14 total eyes you have advantage on perception checks and can see behind you, creatures have disadvantage on stealth checks when sneaking behind or infront of you and are not invisible. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across. As well as very small details of objects close to your face.

Materials: eyes, skull, and any accessory bones or skin for decoration.

Blasphemous Bone Blade

Using a weapon you are proficient with and bones of a hostile creature (CR 1 or more), you create a magic weapon and attune to it. Your blood magic grafts flesh and bone to metal until they are one in the same. The shape and characteristics of the blade are one part of the creature that was used to make it and the artistic expression of its maker. When wielding the weapon you feel your vitality extend to the blade and it comes alive, the marrow breaths. It is an extension of you. The weapon retains its previous features and possibly gains new ones at higher levels. If you make another Blasphemous Blood Blade the previous one withers until only the original weapon remains.

The weapon gets +1 to attack and damage rolls. And you use your charisma modifier for attack and damage rolls. It is also an arcane focus for you.

6th level The blade thirsts for blood, when you feel its hunger. It's bloodlust. When you attack a creature the blade drinks from the wounds it creates. Once per turn if you successfully landed an attack with this weapon heal yourself an amount equal to your charisma modifier using one of your Invigorate uses. As a bonus action you can change this weapon’s damage type to necrotic.

At 10th level you can imbue one of the features of the creature used to create the weapon from the grafted limb table, it must be a feature you have spell slots for. You can use that feature once per long rest without needing to use a spell slot. And all Blasphemous Blood Blades you make have +2 instead of +1 to attack and damage rolls. You can attune this weapon to another creature but if the weapon is not attuned to a creature it will wither and die.

At 11th level, the weapon grows stronger. It’s power growing alongside your own. Attacks with this weapon increase by 1d8 necrotic damage.

Cursed Carrion Carapace

Using an armor you proficient and the remains of dead creature (CR 1 or more) you use your blood magic to desecrate the dead body and have it form around the armor. It slowly covers the armor till it completely surrounds it before entwining itself into the armor itself. That last act of the ritual is you wearing the armor, and at the same moment attuning it to yourself. The aesthetics of the armor are reflective of the creature used to create it. It may or may not have exposed bone, or feature a cape made out of scales, fur, or feathers. Artistic features can be imposed by the hemomancer but it must use the parts body to make those features. The armor is like a second skin, you can feel the air brush against it flow through its cape if it has one. And it can’t be removed by non magical means if you are unwilling. If you unattune the armor it withers and dies leaving the original armor behind.

A creature gains a +1 bonus to Armor Class while wearing it.

6th level, You start to see some of the memories of the creature while wearing the armor. Choose one skill the creature that was used to create the item was proficient in. You are proficient in that skill while wearing the armor.

10th level, you can imbue one of the features of the creature used to create the weapon. Pick one of special attacks or spells from the stat block. Your DM decides how many charges you get. But typically it's once per long rest. While you make a new Cursed Carrion Carapaces you can attune it to another willing creature. But if the weapon becomes not attune to another living creature it will wither and die. And all Cursed Carrion Carapaces you make have a +2 to ac instead of +1.

Arbalest of an Accursed Apostate(Triple A)

Using a bow, or crossbow that you are proficient in and the bones of a dead creature you create an Arbalest. Your blood magic forms the bone using the components of the dead creature's corpse, the bones turn into gears of the arbalests mechanism. But doesn turning the cranequin even do anything? Or is it just for show? Its aesthetics match the creature that was used to create it and the artist's desires. When wielding the weapon you feel your vitality extend to the blade and it comes alive, the marrow breaths. It is an extension of you. If you make another Arbalest of an Accursed Apostate the previous one withers until only the original weapon remains.

When creating an Arbalest follow the chart below on what weapon gets produced.

  • Shortbow or Hand Crossbow = Hand Crossbow
  • Longbow or Light Crossbow = Light Crossbow
  • Heavy Crossbow = Heavy Crossbow

The weapon no longer has the loading property. And it can be used as your arcane focus. This magic weapon grants +1 bonus to attack and damage rolls made with it when it’s used for a ranged attack. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of crystalized blood bolt when you make a ranged attack with it. The ammunition created by the turns to liquid the instant after it hits or misses a target. Usually splatting against the surface like a paintball.

At 6th level the arbalest launches its ammunition angrily with increased force. When you wield the weapon you feel its hatred. It Pushes creatures up to 10ft away in a straight line. As bonus action you can change this weapon's damage to type to necrotic.

At 10th level you can imbue one of the features of the creature used to create the weapon from the grafted limb table, it must be a feature you have spell slots for. You can use that feature once per long rest without needing to use a spell slot. And all Arbalast of an Accursed Apostate you make have +2 instead of +1 to attack and damage rolls. You can attune this weapon to another creature but if the weapon is not attuned to a creature it will wither and die.

At 11th level, the weapon grows stronger. It’s power growing alongside your own. Attacks with this weapon increase by 1d8 necrotic damage.

Tibia Boots of Stealth and Speed

Prerequisite 6th level: Using the Tibias and leather of at least 3 thieves, bandits, or assassins you craft some fine magical boots an attune to them or another willing creature. The boots become one with your skins and you feel the ground as if you were barefoot. The fleshing soles of these boots allow your steps to make no sound, regardless of the surface you are moving across. You also have advantage on stealth checks that rely on moving silently.

At 10th level, you can add the fibers of spiders or other creatures that can spiderclimb to the bottom of the boots. While you wear these boots, you can move up, down , and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the boots don't allow you to move this way on a slippery surface, such as one covered by ice or oil.

At 14th level, Adding the Tibias, Phalanges, or Metatarsals of creatures faster than you normally are can increase your walking speed up to double it normally it. You need at least 4 creatures' foot parts with at least one of them being twice your normal walking speed.

The Heart of Hearts

If a heart of spellcaster was used to make this the heart beats when powerful magic items are nearby or a hostile mage.

Using the item you can find out a creature's deepest desire or biggest secret. You can only do this once per long rest. The heart whispers it directly into your mind.

If you use the heart of a merchant, wealthy noble, or a thief, it beats when there is gold nearby. If the heart of a dangerous creature is used then it will beat if one is nearby, and possibly when something the creature is known to especially desire is nearby.

The closer you are to items or creatures the harder and faster the heart beats. If the heart of hearts has many reasons to beat it will whisper to you what is close. As long as you know this blood ritual you can add parts of other hearts to gain more effects.

Materials: at least one heart

Cantrips (0 Level)
  • Acid Splash
  • Blade Ward
  • Booming Blade
  • Chill Touch
  • Encode Thoughts
  • Firebolt
  • Friends
  • Frostbite
  • Green Flame Blade
  • Guidance
  • Mage Hand
  • Magic Stone
  • Mending
  • Mind Sliver
  • Minor Illusion
  • Primal Savagery
  • Ray of Frost
  • Spare the Dying
  • Shocking Grasp
  • Toll the
3rd Level
  • Animate Dead
  • Ashardalon's Stride
  • Bestow Curse
  • Enemies Abound
  • Fly
  • Glyph of Warding
  • Haste
  • Life Transference
  • Mass Healing Word
  • Pulse Wave
  • Remove Curse
  • Revivify
  • Sleet Storm
  • assaassa
  • Slow
  • Speak With Dead
  • Spirit Shroud
  • Summon Undead
  • Vampiric Touch
  • Water Breathing
  • Wind Wall
1st Level
  • Absorb Elements
  • Armor of Agathys
  • Bane
  • Burning Hands
  • Charm Person
  • Comprehend Languages
  • Cure Wounds
  • Disguise Self
  • Distort Value
  • Entangle
  • Frost Fingers
  • False Life
  • Gift of Alacrity
  • Grease
  • Hex
  • Healing Word
  • Inflict Wounds
  • Jump
  • Magnify Gravity
  • Ray of Sickness
  • Silvery Barbs
  • Snare
4th Level
  • Blight
  • Dimension Door
  • Elemental Bane
  • Evard's Black Tentacles
  • Freedom of Movement
  • Ice Storm
  • Locate Creature
  • Polymorph
  • Shadow of Moil
  • Stoneskin
  • Widogast’s Web of Fire
2nd Level
  • Blindness/Deafness
  • Dragon’s Breath
  • Darkvision
  • Enhance Ability
  • Enlarge/Reduce
  • Enthrall
  • Flaming Sphere
  • Grasp
  • Hold Person
  • Invisibility
  • Lesser Restoration
  • Maximillian's Earthen
  • Misty Step
  • Pass Without Trace
  • Rime's Binding Ice
  • Shadow Blade
  • Spider Climb
  • Web
  • Wither and Bloom
  • Zone of Truth
5th Level
  • Contagion
  • Danse Macabre
  • Enervation
  • Hold Monster
  • Maelstrom
  • Mass Cure WOunds
  • Negative Energy Flood
  • Raise Dead
  • Reincarnate
  • Wall of Force

Grafted Limbs Table

Wings

Wings must be from a creature that is the same size or one size larger. The grafted wings give the creature’s flying speed. If they are one size too large you are unable to wear heavy armor. (Requires Attunement)

Wing Gust

5th level Grafting Spell


  • Casting Time: Action
  • Range: 15 radius
  • Components: S
  • Duration: Instantanous

You beat your wings while hovering within 10 ft of the ground or on the ground, having wind gusts out from under you in a 15 foot radius. Each creature you choose within 15 ft of you must succeed a dexterity saving throw or take 12d6 bludgeoning damage, and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.

When casting this spell at 6th level or higher, the damage increases by 2d6 for each slot above 5th.

Skin-Amphibious

Harvested from a creature has Amphibious on the stat block. You can harvest the skin to allow a willing creature to breathe in air or water. Your skin takes on the texture of the creature you harvested it from.

Legs-Tentacles/Fins

Harvested a creature that has a swim speed on their stat block. You gain their swim speed. Replacing your legs with fins/tentacles.

Hands-Healing Touch

Harvested from a creature that has Healing Touch in their stat block. When you touch another creature the target creature magically regains (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness. This ability has 3 charges per long rest.

Eyes-True Sight

Harvested from a creature has innate true sight or True Seeing Spell in their stat block. Once per long rest you can cast the spell true seeing. The eyes can also be added to a crown of many eyes without costing additional attunement. (Requires Attunement)

Throat- Breath Weapon

Harvested from a creature that has a breath weapon in their stat block, especially a dragon. You can mimic the dragons voice and speak draconic.

Dragon's Breath

5th Level Grafting Spell


  • Casting Time: Action
  • Range: 60ft cone
  • Components: V, S
  • Duration: Instantanous

you make a powerful breath weapon attack in a 60ft cone in front of which each creature must make a (Save type on Block) saving throw against your Spell DC taking 8d8 (damage type on Block) or half as much damage on a successful one.

When casting this spell at 6th level or higher, the damage increases by 2d8 for each slot above 5th. (Requires Attunement)

Tail

Harvested from a monster that has a tail attack. Once per turn you can make an attack action with your tail. The tail has a 10ft reach and does 1d12 magical bludgeoning damage. For attack and damage rolls it can use your Charisma modifier + 1.

If you want to be able to empower this tail attack using one of your grafting spell slots it will require an Attunement.

Tail Whip

5th Level Grafting Spell


  • Casting Time: Action
  • Range: 15ft radius
  • Components: S
  • Duration: Instantanous

As your tail enlarges you swing it around in a 15 ft radius. Each creature you choose within 15 ft of you must succeed a dexterity saving throw or take 12d6 force damage, pushed 10 ft backward in a straight line and knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.

When casting this spell at 6th level or higher, the damage increases by 2d6 for each slot above 5th. (Requires Attunement)

Hands-Claws

Harvested from a monster that has a claw attack. On your attack action using a free hand you can make a claw attack. It does 2d6 magical slashing damage. You can use your charisma modifier +1.

If you want to be able to empower this claw attack using one of your grafting spell slots it will require an Attunement.

Claw Slash

5th Level Grafting Spell


  • Casting Time: Action
  • Range: 10ft semicircle
  • Components: S
  • Duration: Instantanous

Your claws arm enlarges as slash in a 10 foot semi circle centered around you. Each creature must make a dexterity saving throw or take 14d6 magical slashing damage, half as much on a successful save.

When casting this spell at 6th level or higher, the damage increases by 2d6 for each slot above 5th. (Requires Attunement)

Blood transfusion-Spell

Making a blood transfusion with a dead spellcaster you can learn one of their spells and be able to prepare it on your next long rest. If the spell is 5th or higher you can use one of your grafting spell slots to cast it. You have to have a grafting spell slot of the spells level or higher in order to learn or cast the spell this way. Each spell takes up one of your grafted limb attunement slots.

Throat-Roar

Harvesting from a monster with a roar attack like an Androsphinx. You can sew this grafted limb onto your mask of many throasts if you have it instead of grafting it into your own throat. This grafted limb lets you cast several different grafting spells, you can only cast ones that you have spell slots for. Each roar spell costs one grafted limb attunement slot.

Frightening Roar

5th Level Grafting Spell


  • Casting Time: Action
  • Range: 120ft radius
  • Components: S
  • Duration: Instantanous

You make a horrifying roar, each creature you choose within 120ft that fails a wisdom saving throw is frightened. Creatures already frightened are paralyzed.

Deafening Roar

5th Level Grafting Spell


  • Casting Time: Action
  • Range: 120ft radius
  • Components: S
  • Duration: Instantanous You make a deafening roar, each creature you choose within 120ft that fails a constitution saving throw is deafened.

Thunderous Roar

6th Level Grafting Spell


  • Casting Time: Action
  • Range: 60ft cone
  • Components: S
  • Duration: Instantanous You make a mighty roar, each creature you choose within a 60 ft cone must make a constitution saving throw or take 8d10 thunder damage and is knocked prone. On a successful save the creature takes damage and is not knocked prone.

When casting this spell at 6th level or higher, the damage increases by 2d10 for each slot above 5th. (Requires Attunement)

Heart-Regeneration

Harvested from a creature that has a natural regeneration.

You can cast cure wounds on yourself as a 5th level spell slot or higher using a grafting spell slot.

Arm-Tentacles

Harvested from a creature with tentacles. At will you can transform your normal arm and hand into a mass of writhing tentacles. They don’t affect the amount of things you can hold in that hand. As an attack action you can make a melee attack with your tentacles against creatures within 10ft. Your tentacles do 1d10 necrotic damage. You can use charisma modifier +1 for attack and damage rolls.

If you want to be able to empower this tentacle attack using one of your grafting spell slots it will require an Attunement.

Tentacle Grasp

5th Level Grafting Spell


  • Casting Time: Action
  • Range: 15ft
  • Components: S
  • Duration: concentration 1 minute Launch your tentacles out to attempt to grab a creature you can see within a 15ft range. If the creature fails a strength saving through they are grappled and take 6d10 force damage. If the creature succeeds they are not grappled and take half damage.

Every turn the creature is grappled you can use your action to do another 6d10 force damage. The creature on their turn can make a strength saving throw to try and escape the grapple.

When casting this spell at 6th level or higher, the damage increases by 1d10 for the initial damage and secondary damage for each slot above 5th.

Legs-Spider Climb

Harvested from a creature that is your size or one size larger with the spiderclimb feature. You climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. (Requires Attunement)

Nose-Keen Smell

Harvested from a creature that has a keen smell. You have advantage on Wisdom(Perception) checks that rely on smell.

Arm-Slam

Harvested from a strong creature that has a slam attack. As an attack action you can punch your fist onto a nearby creature doing 2d6 force damage, and they are unable to use reactions until your next turn. You can use charisma modifier +1 for attack and damage rolls.

If you want to be able to empower this tentacle attack using one of your grafting spell slots it will require an Attunement.

Knockout

5th Level Grafting Spell


  • Casting Time: Action
  • Range: touch
  • Components: S
  • Duration: Instantanous As your fists enlarge you attempt to punch a nearby creature. You make a melee spell attack against the creature. If the attack hits the creature takes 12d6 force damage and must make a constitution saving throw on a failed save the gets knocked prone and is unconscious.

Each round the creature is unconscious they must make Wisdom saving throws to wake up unless another creature attacks or takes an action to wake up the creature.

When casting this spell at 6th level or higher, the damage increases by 2d6 for each slot above 5th.

 

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