The Blood Magic Expansion

by KibblesTasty

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Blood Magic Preview 0.7

The following is a preview of the Blood Magic Expansion. This is unfinished content cut together from several drafts, so don't take anything too literally yet, but feel free to add any thoughts or strong feelings.

New Character Options

  • Occultist: Tradition of the Cultist
  • Occultist: Tradition of the Witch: Red Coven
  • Warden: Blood Forger

New Spells

Blood magic always has an additional limitation or effect. Blood magic does not always cost hit points to cast, but always will have a mechanical tie to blood of creatures and the manipulation of a creature's living essence, such as requiring a freshly deceased corpse, having additional effects on bloodied creatures, requiring a fresh wound, or sacrificing some of your hit points to empower the spell.

Limited Availability

Blood magic is not restricted by an special feat or requirement, but your DM may rule that there are special requirements to learn blood magic. The only inherent restriction is that to use only hit points to cast blood magic is restricted to the Hemomancer feat or the Occultist's Blood Magic rite.

Cantrips
  • Blood BoltK
1st Level
  • Blood TransfusionK
  • Crimson PoisonK
  • Hemorrhaging CurseK
  • Sense BloodK
2nd Level
  • Compelled Convulsion
  • Morbid PuppetK
  • Vampiric BladeK
3rd Level
  • Blood ExplosionK
  • Sanguine SpearsK
4th Level
  • Blood CloneK
  • ExsanguinateK
  • Ichorous BloodK
  • Macabre MarionetteK
5th Level
  • Bloodline CurseK
  • Explode HeartK
  • Life LinkK
6th Level
  • Sanguine DoomK
  • Stirge SwarmK
7th Level
  • Devouring MistK

Occultist

  • Updated Rites
  • New Subclass: Cultist
  • New Witch Coven: Red Coven

Warden

  • New Subclass: Bloodforger

Feats

  • Hemomancer

Blood Magic Items

  • Sacrificial Dagger

Testing Notes


Disclaimer: Sensitive Content

Blood magic is an inherently somewhat dark subject matter that might not be suitable for all adventures or adventurers, even as a tool of the villains.

While this version of blood magic is intentionally fairly sanitized and does not include any graphic descriptions, leaving as much as practical to the collective imagination, this may be something you want to discuss with your table to see if it would be a valuable addition to your game before adding it.


Why Not Hit Dice?

A popular solution to Blood Magic is to make it cost hit dice, but this tends to lead to an unhealthy design pattern of making casters even more powerful in a single fight, while further reducing the benefits of short resting for them, which is the opposite of what generally makes for balanced design.

Blood magic should be, as much as possible, a powerful new option rather than a way to spend resources as fast as possible for peak optimization (something it is already prone to by its nature).


Blood Magic Balance

Blood magic is used by spellcasters because they want additional power. People don't sacrifice vitality just for fun if normal magic would do the job just as well (usually). This makes a natural challenge for game mechanics.

The position of this document is that using the vitality of your own blood is balanced by the drawbacks of doing so, with a cost to it that roughly equals the benefit. A meaningful but neutral choice. Using blood from other creatures via sacrifice is not mechanically balanced in the same way: it's balanced vs. externalities (being restricted in access, and probably sort of evil). Most villains do evil things because it gives them power, and blood magic is no exception.

Feats

Hemomancer

Spellcasting or Pact Magic Feature


You can sacrifice your essence to cast blood magic spells in place of expending a spell slot. To do so, sacrifice 5 hit points per level of the spell. These hit points sacrificed can count towards the Material component of the spell.

You can cast a total number of spell levels in this manner equal to your character level. You regain all levels of usage of this rite when you complete a long rest.

Occultist

Occultist Rites


Blood Rituals (Prerequisite: 5th level Occultist)

Whenever you cast a ritual spell that requires a material component, you can instead use blood, draining the living vital essence of creatures to power the magic in a unique way.

Willing living creatures within 10 feet (including you) can expend hit points as part of casting the spell, with each 10 hit points sacrificed in this manner able to replace up to 100 gp of material components (for example, to replace a diamond worth 500 gold, 50 hit points would have to be expended in this manner).

Any creature that contributes a number o hit points greater than their character level (or CR if they have no level) to this ritual gains 1 level of exhaustion.


Hemomancy

You can sacrifice your essence to cast blood magic spells in place of expending a spell slot. To do so, sacrifice 5 hit points per level of the spell. These hit points sacrificed can count towards the Material component of the spell.

You can cast a total number of spell levels in this manner equal to your Occultist level. You regain all levels of usage of this rite when you complete a long rest.

Cultist

The dark tradition of a cultist is one that seeks power at any cost. They are those prepared to give up everything for power, dedicated themselves to mysterious rituals, forbidden techniques, and whispered taboos in order to grasp hold of ancient and terrible powers. Masters of sacrifice, blood magic, and willing to cast aside their humanity (or relevant equivalent!) they are driven beyond what most would consider rational, but beyond the limiting walls of reason they find new powers.

Unusual Resources

Cultists are a unique type of full caster. They sacrifice the majority of their spell slots to empower themselves, which would normally leave them with little room to cast spells, but make up for that shortcoming through being able to more freely sacrifice their own hit points through Blood Magic.


Variable Casting Stat

There's a reasonable argument for Intelligence, Wisdom, or Charisma as a casting stat for the Cultist subclass. It's perfectly fine if you allow them to use any casting stat, but it's recommended to disallow multiclassing if allowing them to select casting stats other Wisdom.

Blood Casting

Starting at 1st level, you learn the blood boltK cantrip and gain the following blood magic spells as you level, and can select additional spells from blood magic when you learn new spells.

Occultist Level Spells Learned
1st crimson poisonK, sense bloodK
3rd morbid puppetK, vampiric bladeK
5th blood explosionK,
7th blood cloneK, exsanguinateK
9th explode heartK

Dark Dedication

Starting at 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class and you gain the ability to sacrifice spell slots for dark boons. At the end of a long rest, select up to 2 sacrifices to make from the following list.

When you sacrifice a spell slot, that spell slot is expended and cannot be regained while the boon is active. The boon ends and regains the expanded spell slot when you complete your next long rest, unless you select the same boon again at the end of that long rest continuing its effect.

The number of sacrifices you can make to receive boons increases at 3rd level (to 3), 6th level (to 4), 9th level (to 5), 12th level (to 6), 15th level (to 7), and 18th level (to 8).

Boon of False Life (1st level+)

You sacrifice a 1st level or higher spell slot, gaining 8 temporary hit points. When you complete a short rest under the effect of this boon, you regain 1d4 + 4 temporary hit points. You can sacrifice higher level spell slots, gaining an additional 2 temporary hit points on use, and an additional 1 temporary hit point when you short rest per level of spell slot sacrificed.

Boon of Demonic Claws (1st Level+)

You sacrifice a 1st level or higher spell slot, reforming one or more (based on the table below) of your arms into natural weapons in the form of demonic claws. The power of the demonic claw depends on the level of the spell slot sacrificed, gaining a larger damage dice and a growing bonus to attack and damage rolls.

When making attacks with your demonic claw, you can use your Spellcasting modifier in place of your Strength modifier for attack and damage rolls. If you have more than one claw, you can make a single weapon attack with the second claw as a bonus action after making an attack with the first claw.

Spell Slot Sacrificed Claw Damage Attack/Damage Bonus # of Claws
1st 1d6 +1 1
2nd 1d6 +1 2
3rd 1d8 +1 2
4th 1d8 +2 2
5th 1d10 +2 2
6th 1d12 +2 2
7th 1d12 +3 2
Boon of Swiftness (1st level)

You sacrifice a 1st level spell slot, increasing your movement speed by 10 feet.

Boon of Demonic Leaps (1st level)

You sacrifice a 1st level spell slot, tripling your jumping distance. You can use your Spell Casting ability score to determine your jumping distance instead of your Strength ability score.

Boon of Demonic Sight (2nd level)

You sacrifice a 2nd level spell slot, gaining a 60 foot darkvision. If you already have darkvision, the range of your dark vision increases by 60 feet.

Boon of Fiendish Talent (2nd level)

You gain proficiency in on skill or tool of your choice. If you were already proficient in that skill or tool, you gain expertise (meaning you can add twice your proficiency modifier to ability checks made with that skill or tool).

Boon of Frenzy (2nd level)

You sacrifice a 2nd level spell slot, gaining the Two-Weapon Fighting or Dueling Fighting Style of the Fighter class.

Boon of Burning Eyes (3rd Level)

You sacrifice a 3rd level spell slot, gaining the ability to cast eyes of immolationK at-will without expending a spell slot.

Boon of Fiendish Vigor (3rd level)

You sacrifice a 3rd level spell slot, gaining 5 current and maximum hit points. If you regain hit points by spending Hit Dice at the end of a short rest, you regain an extra 1d6 hit points.

Boon of Fury (3rd Level)

You sacrifice a 3rd level spell slot, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Boon of Demonic Resistance (4th level)

You sacrifice a 4th level spell slot, gaining resistance to one of acid, cold, fire, or poison damage. You can select this boon multiple times.

Boon of Telepathy (4th level)

When you gain this feature, you can communicate telepathically with any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. Creatures you communicate with can reply in kind.

Boon of Unholy Strength (4th level)

You sacrifice a 4th level spell slot, making your Strength ability score equal to your Spell Casting ability score.

Boon of Resilience (5th Level)

You sacrifice a 5th level spell slot, gaining proficiency in a saving throw of your choice.

Boon of Unholy Weapon (6th level)

You sacrifice a 6th level or higher spell slot, increase the damage of your melee weapon attacks by 1d8 necrotic damage.

Boon of Demonic Wings (6th level)

You sacrifice a 6th level spell slot, causing demonic wings to erupt from your back. You gain a flying speed of 30 feet.

Boon of Unholy Nature (7th level)

You sacrifice a 7th level spell, gaining resistance to bludgeoning, piercing, and slashing damage from nonmagical sources.

Boon of Magic Resistance (8th level)

You sacrifice an 8th level spell slot, granting you advantage on saving throws against spells and magical effects.

Sacrificial Casting

Starting at 3rd level, you gain the Hemomancy, granting you the feature and the included ability to cast Blood Magic spells with your hit points.

Rite: Hemomancy

You can sacrifice your essence to cast blood magic spells in place of expending a spell slot. To do so, sacrifice 5 hit points per level of the spell. These hit points sacrificed can count towards the Material component of the spell.

You can cast a total number of spell levels in this manner equal to your Occultist level. You regain all levels of usage of this rite when you complete a long rest.

Sanguine Power

Beginning at 6th level, when you deal piercing or slashing damage to creature that has blood, you can use the blood of the creatures you damaged to fuel blood magic spells until the end of your next turn, reducing the hit points needed to cast spells by up to half the piercing or slashing you've dealt in that time.

Demonic Ascension

Starting at 14th level, you can fully invest into the rites of your dark faith, being granted a form of terrifying power. As a bonus action, you transform into a demonic form for 1 minute, gaining the following benefits:

  • While in this form you have resistance to non-magical bludgeoning, piercing, and slashing damage.
  • Your movement speed increases by 10 feet.
  • You optionally can become large sized for duration, increasing your weapon attack damage by 1d4.
  • Each time you kill a creature, the duration of the demonic form increases by 1 minute.

Once you assume this form, you cannot assume it again until you complete a long rest.

Cultist Specific Rites

Cultist's Touch (Prerequisite: 7th-level Cultist)

When you use your action to cast a cantrip with a range of touch, you can make one weapon attack as a bonus action.


Demon Within (Prerequisite: 15th-level Cultist)

The first time you drop to 0 hit points, you assume your Demonic Ascension form (not counting as a use of the feature) and regain half your maximum hit points. Once this effect is triggered, you cannot trigger it again until you complete a long rest.


Empowered Blood Magic (Prerequisite: 5th level Cultist)

When you deal damage with a spell that has a blood magic tag, you can add your Spellcasting modifier to the damage dealt.


Boon Seeker (Prerequisite: Cultist)

You can make one additional sacrifice to receive a boon using your Dark Dedication feature.


Zealous Conviction

You gain advantage on saving throws against being charmed or frightened.


Unholy Gift (Prerequisite: Cultist)

Once per turn, when you expend your own hit points to cast a spell using Blood Magic, you can cause one allied creature other than yourself within 30 feet to gain temporary hit points equal to the sacrificed hit points.


Zealous Dedication (Prerequisite: Zealous Conviction, 12th level Cultist)

When you are reduced to 0 hit points, you can make a Spellcasting ability check with a DC of 5 + the damage taken. On success, you are reduced to 1 hit point instead.

On failure, you can expend a spell slot to increase the value rolled by an amount equal to the level of the spell slot, potentially during a failure into a success. Once you spend a spell slot to do so, you cannot do so against until you complete a short or long rest.

Witch Options

The witch subclass of the Occultist clas gains an additional coven option:

Coven: Red Coven

When you select your coven, you gain an additional option: the blood stained Red Coven.

Red Coven Spells

You learn the following spells at the following levels. They do not count against your spells known.

Witch Level Bonus Spells
1st sense bloodK, hemorrhaging curseK
3rd hold person, morbid puppetK
5th blood explosionK, rupturing curseK
7th blood cloneK, exsanguinateK
9th bloodline curseK, hold monster
Familiar Bond: Red Coven

As a reaction to an allied creature taking damage while within 5 feet of your familiar, you can transfer up to four times your Occultist level of that damage (up to 12 at level 3 when you get this feature) to another willing creature within 60 feet of it. The damage transferred cannot exceed the current hit points of the target of the transfer. You can do this a number of times equal to your Spellcasting modifier, regaining all uses when you complete a long rest.

Additional Witch Specific Rites

Malicious Transfusion. (Prerequisite: Red Coven)

When you familiar redirects damage, you can target unwilling creatures. When you do so, the target creature must make a Charisma saving throw. On failure, it takes the redirected damage as normal, and the amount transferred can exceed its current hit points. On success, it takes half the redirected damage, and you take the other half the redirected damage.


Bathed in Blood. (Prerequisite: Red Coven)

When you take damage as part casting blood magic (from contributing the material component or through the Blood Magic rite) it does not provoke a Concentration check if you are concentrating on a spell.

Additionally, you gain temporary hit points equal to the hit points expended.


Sanguine Sacrifice (Prerequisite: Red Coven)

When you restore hit points with an Occultist spell, you can increase the hit points restored by up to your Occultist level by spending an equal number of your own hit points (equal to the total number of additional hit points restored across all targets if the spell targets multiple targets).


Sanguine Secrets (Prerequisite: Red Coven, Hemomancer rite)

You can cast spells without the Blood Magic tag using the Hemomancer rite.


Sanguine Vitality. (Prerequisite: Red Coven)

Your rich diet of the blood of your enemies empowers you. Your maximum hit points are increased by 1 for each Occultist level you have.


Stolen Life (5th-level Red Coven)

You can touch a recently deceased corpse, drawing last fragments of life out of it. When you do so, you recover hit points equal to the creatures CR or levels, and can optionally assume it's appearance as if by the disguise self spell, but with an indefinite duration. You can store a number of stolen appearances this way equal to your Wisdom modifier, assuming any of them as an action. You can end the illusion or assume a different stored appearance as an action.


Witch's Fangs. (Prerequisite: Red Coven)

As an action, you grow long canine fangs and attempt to bite a creature within 5 feet of you, making a melee spell attack. On hit, the target takes 1d4 piercing damage and 1d4 necrotic damage, and you gain temporary hit points equal to the necrotic damage dealt.

The piercing and necrotic damage increase by 1d4 at 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Starting at 6th level, you can apply your Witch's Touch feature to attacks made with this feature.

Hemorrhaging Curse

1st-level necromancy (blood magic)


  • Classes: N/A
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (something from the target creature (such as blood, hair, or scales) which the spell consumes and a drop of your blood worth at least 1 hit point, which the spell consumes)
  • Duration: Concentration, up to 1 minute

You curse a target with unclosing wounds. If the target has taken piercing or slashing since the end of their last turn or takes piercing or slashing damage for the duration of the spell, its hit points are reduced by 1d8 at the end of each of its turns for the duration. This damage cannot be stopped by first aid, staunching the wound, or any non-magical means, but is ended if the creature is restored to full hit points by magical healing or the spell ends.

Rupturing Curse

3rd-level necromancy (blood magic, curse)


  • Classes: N/A
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (something from the target creature (such as blood, hair, or scales) which the spell consumes and a drop of your blood worth at least 2 hit point, which the spell consumes)
  • Duration: Concentration, up to 1 minute

You invoke a curse on a creature you can see within range, rupturing their tendons. For the duration, the creatures hit points are reduced by 2d4 for each 5 feet they move. Creatures without blood are immune to this curse.

Bloodline Curse

5th-level necromancy (blood magic)


  • Classes: N/A
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (something from the target creature (such as blood, hair, or scales) which the spell consumes and a drop of your blood worth at least 5 hit point, which the spell consumes)
  • Duration: Concentration, up to 1 hour

You invoke a curse on a creature's bloodline. Up to 5 creatures of your choice (other than the target) of the same creature type within range are bound to that creature by a magical curse. If a creature is directly related (ancestor, descendant, or sibling) to the target creature, the range at which they can be cursed with this bond increases to 1 mile.

When that creature becomes bloodied (reduced to less than half its maximum hit points) and again if that creature dies, all creatures effected by the curse must make a Charisma saving throw, taking 5d6 + twice the cursed creature's CR (or level) necrotic damage on failed save, or half as much on success. This curse has no effect on creatures without blood.

At Higher Levels. When you cast this spell with a 6th level slot or higher, the number of creatures you can target increases by 1 for each level above 5th. When using a 9th level spell slot, the range at which you can target a related creature can be unlimited, though you must be aware of the target's existence.

Self Targeted Curse

It's intentional you can use this curse on yourself or an allied creature to target creatures of your choice that are not allied creatures but at the same creature type. It's naturally less value as you generally won't get both the death effect as well.

Warden

Blood Forger

Blood Forgers are immediately different from other Wardens, drawing their power from something visceral but no less primal than the forces of nature: the blood of creatures. Fundamentally tied to the essence of life that beats in the heart of every creature, they are tied to life itself, self-appointed guardians and gardeners of it, preserving, curating, and pruning.

The comfort with blood and death often makes creatures uncomfortable, but they can be as potent an ally as they are a dangerous enemy, capable of giving life as easily as taking it, able to keep the companions alive against all odds.

Blood Forge

Starting at 1st level, when you roll initiative or as a bonus action at any time, you can forge your blood into armaments. You can creature up to two weapons or weapon and a shield at a time this way. Weapons and shields created this way are automatically equipped as part of the bonus action, and can be dismissed at any time (no action required). Shields act as a normal shield would, while weapons depend on the properties selected from the Blood Forged Weapon table below.

If you become bloodied (reduced to half your maximum hit points or less), your Blood Forged weapons deal 1d4 additional necrotic damage. The size of this die increases at 5th (to 1d6), 11th (to 1d8), and 17th (to 1d10) level.

Blood Forged Weapon Table
Properties Damage Dice
1d4 slashing + 1d4 necrotic
Light 1d6 slashing
Reach 1d6 slashing
Two-Handed 1d6 slashing + 1d6 necrotic

If the damage die of any d6 weapon is increased to a d8, it instead becomes 1d4 slashing and 1d4 necrotic damage. When the damage die of any weapon with multiple dice increases, you can select which damage die to increase.

Crimson Font

At 1st level, when you cast a blood magic spell, you can contribute hit points of blood up to your Warden Level to the spell without taking and damage. Any hit points contributed beyond that reduce your hit points as normal. You are immune to any effect that drains your blood or makes you bleed.

Innate Magic

Additionally when you select this bond, you gain access to several innate magical abilities by channeling the power of your primal connection.

You gain the following spells at the listed levels, and can cast each spell once before without components or spell slots. Wisdom is your spellcasting modifier for these spells. Once you cast a spell, you cannot cast that spell again until you complete a long rest, or expend Endurance Dice equal to the level of the spell to cast it again.

Blood Warden Spells
Warden Level Innate Spells (1/long rest each)
1st cure wounds
3rd sense bloodK
5th morbid puppetK
9th hold person
13th locate creature
17th ichorous bloodK

Life Bond

Additionally at 3rd level, once per turn, when a creature within range of your Primal Interdiction takes damage, you can give one (or more if if multiple creatures take damage at the same time) resistance to the damage taken (no action required). When you do so, you take the same amount of damage (after the resistance is applied).

Restore Vitality

Starting at 7th level, your Innate Magic ability to cast cure wounds without expending a spell slot is refreshed when you complete a short rest. When you cast cure wounds on a target other than yourself, you can restore additional hit points up to your Warden level by expanding an equal number of your own hit points.

Reaper's Harvest

Additionally at 7th level, once per turn while you are bloodied (at less than half your maximum hit points) and deal necrotic damage to an enemy, you regain hit points equal to your Constitution modifier. This cannot restore hit points beyond half of your maximum hit points.

Life Control

Starting at 14th level, you are under the effects of death ward until the effect is triggered. You regain this effect when you complete a long rest.

Additionally, when a creature makes a death save within 60 feet of you, you can use your reaction to turn the roll into a 20, allowing them to recover with 1 hit point. Once you do so, you cannot do so again until you complete a long rest.

Blood Domain

Starting at 17th level, as a bonus action you exert influence over the blood of creatures within 20 feet for 1 minute. All allied creatures of your choice within range gain resistance to slashing and piercing damage, while all hostile creatures in range bleed profusely when taking piercing or slashing damage, taking an additional 10 damage at the start of their turn if they've taken piercing or slashing damage since the end of their last turn.

Additionally, once during the effect as an action, you can exert your full control over the field to cast to cast hold monster or hold person at the 5th level without expending a spell slot targeting a creature (or creatures if the spell targets multiple creatures) affected by the domain. When you cast it this way, if a creature passes their saving throw against the effect, they are under the effect of slow until the start of your next turn.

Creatures without blood are unaffected by the blood domain. Once you use this ability, you cannot use it again until you complete a long rest.

Blood Magic Spells

Blood Components

Blood magic spells all have a material component that reads "a drop [or splash] of blood worth [X] hit points". If a a material component is "up to X '' number of hit points, it can be as little as 1 hit point up to the amount listed.

When you cast a blood magic spell, you take damage equal to the blood required for the spell, which you can draw as part of casting the spell (no additional action required). This blood must come from you, unless you have features or feats that allow you to use other sources of blood to power your magic.

If you cast a Blood Magic spell at a higher level, the minimum hit points increases to the level the spell is cast at.

You cannot spend more hit points than you have this way.

Blood Damage

Damage taken from casting blood magics reduces your current hit points and bypasses any temporary hit points you have.


Concentration

While not universally true, many blood magic spells lack the Concentration requirements of normal spells. This is intentional, and part of what makes them appealing options to mages, but is also somewhat necessary as blood mages often take small amounts of damage from casting their spells, making it easy for them to lose concentration to their own spell casting otherwise.

Blood Bolt

Tramutation cantrip



  • Classes: Occultist, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a drop of your blood worth at least 1 hit point, which the spell consumes)
  • Duration: Instantaneous

You transmute a drop of blood into a crimson dart and launch it at creatures within range, making a ranged spell attack. On hit, the target takes 1d6 piercing damage and 1d6 necrotic damage.

The piercing and necrotic damage increase by 1d6 at 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Crimson Poison

1st-level transmutation (blood magic)


  • Classes: Occultist, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (a melee weapon worth at least 1 sp and a splash of your blood worth up to 5 hit points)
  • Duration: 1 hour

You sacrifice up to 5 hit points (included in the material components) and invest them into an ichorous crimson poison coating that coats a weapon you are holding. The next three times you deal damage with that weapon, it deals acid damage equal to the hit points invested. After dealing damage with the weapon three times, the spell ends. If the spell ends before dealing damage for a 3rd time, the blood dries, becoming non magical and harmless.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can invest up to 2 additional hit points in the casting for each slot level above 1st, up to a maximum of 15 hit points at 6th level. If you cast the spell with a 3rd level slot or higher, it lasts up to 8 hours before drying. If you cast it with a 5th level or higher slot, it lasts for 24 hours before drying.

Sense Blood

1st-level divination (blood magic)


  • Classes: Occultist, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a drop of your blood worth at least 1 hit point, which the spell consumes)
  • Duration: 1 hour

You gain the ability to sense the blood of other creatures. For the duration, you gain advantage on your Wisdom (Perception) and Wisdom (Insight) ability checks against living creatures with blood.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the duration becomes 8 hours. When you use a spell slot of 5th level or higher, the duration becomes 24 hours.

Transfuse Life

1st-level necromancy (blood magic)


  • Classes: Occultist, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (a splash of your blood worth 5 hit points, which the spell consumes)
  • Duration: Instantaneous

You infuse a creature you touch with life divested from the blood used in the material component of the spell, causing the target to regain 1d8 + the number of hit points expended on the spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of hit points restored increases by 1d8 and the amount of hit points used in the casting of this spell (and consequently the amount restored by this spell to the target) increases by 5.

Blood Divination

2nd-level divination (blood magic)


  • Classes: Occultist, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (a drop of your blood worth at least 2 hit points which the spell consumes, and another creature's blood)
  • Duration: Instantaneous

You can drop a single drop of your blood into another creatures blood while casting this spell to created a magical resonance. This tells you the creature's current condition (if it is alive, wounded, or dead), its creature type, its general distance from you (nearby, distant, or far away), and its general direction.

If the blood is more than 24 hours old, the spell becomes more difficult, and you must pass DC 10 spellcasting check to gain any information, with the DC increasing to 15 if the blood is more than a week old, and 20 if the DC is more than a month old.

Morbid Puppet

2nd-level transmutation (blood magic)


  • Classes: Occultist, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a drop of your blood worth at least 2 hit points, which the spell consumes)
  • Duration: 1 minute

You can seize control of the blood within a freshly (within the last minute) deceased Medium or smaller sized corpse or unconscious creature. For the duration, as a bonus action you can make the corpse or creature move up to 20 feet, and make a single melee attack, using your spell casting modifier for the attack roll. If the corpse is carrying a weapon or has a natural weapon, it deals the weapon's damage (not gaining any special modifiers to that damage the living creature may have had with that weapon). Otherwise it makes a slam attack dealing 1d6 (or 1 for a Tiny sized creature) + your spellcasting modifier damage.

If a creature that was unconscious regains consciousness during the duration of the spell, they can make a Charisma saving throw at the end of each of their turns to regain control of their body. You can end this spell at any time (no action required).

At Higher Levels. When you cast this spell with a 4th or higher level spell slot, you can target a Large sized corpse.

Vampiric Blade

2nd-level necromancy (blood magic)


  • Classes: Occultist, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a melee weapon worth at least 1 sp and a splash of your blood worth up to 10 hit points, which the spell consumes)
  • Duration: 1 hour

You drain your own life essence to empower the weapon used in the casing of the spell with life drinking power. You sacrifice up to 10 hit points (included in the material components. When you do so, your weapon attacks deal an additional 1d8 necrotic damage, and you regain hit points equal to the necrotic damage dealt, until you have dealt necrotic damage equal to twice the hit points invested.

The reduction in maximum hit points lasts until you complete a short or long rest.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can invest up to 10 additional hit points in the casting, it deals an additional 1d8 necrotic damage on hit for each additional 10 hit point invested (minimum 20 to deal 2d8)

Compelled Convulsion

2nd-level necromancy (blood magic)


  • Classes: Occultist, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a drop of your blood worth at least 2 hit points, which the spell consumes)
  • Duration: Instantaneous

You attempt to briefly take control of the blood of a creature within range you can see. The target must make a Constitution saving throw. On failure, you can force the creature to use its reaction to move up to 10 feet (or its movement speed, whichever is less) and make a single weapon attack against a target of your choice within reach. Creatures without blood are immune to this effect.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target an additional creature for each level above 2nd

Blood Explosion

3rd-level necromancy (blood magic)


  • Classes: Occultist, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a splash of your blood worth at least 3 hit points, which the spell consumes)
  • Duration: Instantaneous

Targeting a Medium or larger corpse of a creature that had blood that has been slain within the last minute, you seize control of the blood within it causing it to explode into piercing crimson lances. Make a ranged spell attack against up to 4 creatures of your choice within 30 feet of the corpse. On hit, creatures take 3d8 piercing damage and 3d8 necrotic damage. A corpse cannot be targeted with this spell again.

At Higher levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each spell slot level above 3rd.

Sanguine Spears

3rd-level transmutation (blood magic)


  • Classes: Occultist, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a splash of your blood worth at least 6 hit points, which the spell consumes)
  • Duration: Instantaneous

You transform some of your blood into three floating spears of crimson power. While you have one or more spear remaining, as an action or bonus action you can launch one of the spears at a creature within range making a range spell attack. On hit, the target takes 3d6 necrotic damage, and you regain 5 hit points.

At High Levels. When you cast this spell using a spell slot of 4th level or higher, for each spell slot level above 3rd, you can sacrifice 2 additional hit points to create an additional spear.

Blood Clone

4th-level transmutation (blood magic)


  • Classes: Occultist, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a splash of your blood worth at least 10 hit points, which the spell consumes)
  • Duration: Instantaneous

You spill some of your own blood, creating a tiny creature that looks like a smaller replica of yourself. This creature has 10 hit points, and a flying speed of 30 feet, otherwise sharing your ability scores, skills, and senses, besides having a Strength of 1, and being unable to hold or use objects. In combat, this creature acts immediately after your turn.

While it exists, you can cast spells as if you are in the location of your blood clone. As a bonus action while it exists, you can cause it to explode in a bloody mist, and teleport yourself to its location if you there is room for at the target space (if there is not, the spell ends and you are not teleported). If you teleport to its location, you regain hit points equal to the remaining hit points it had.

While you have hit points invested in this clone, you cannot regain those hit points. The clone ceases to exist if you create a new blood clone, or you end it early as a bonus action.

Exsanguinate

4th-level necromancy (blood magic)


  • Classes: Occultist, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a splash of your blood worth at least 4 hit points, which the spell consumes)
  • Duration: Instantaneous

You drain a creature of blood, causing it to burst forth from it. The target must make a Constitution saving throw. On failure, its current and maximum hit points are reduced by 6d6. On success, their current hit points are reduced by half as much, and their maximum hit points are not reduced. If the target is bloodied (if their current hit points is less than half their maximum hit points), the hit point reduction is increased to 12d6

Any reduction to maximum hit points is removed when they complete a long rest, or by the effects of the greater restoration spell. A creature without blood is immune to this spell.

At Higher levels. When you cast this spell using a spell slot of 5th level or higher, the hit point reduction is increased by 1d6 for each level over 4th.

Ichorous Blood

4th-level necromancy (blood magic)


  • Classes: Occultist, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a splash of your blood worth at least 4 hit points, which the spell consumes)
  • Duration: 10 minutes

You transmute your blood into sluggish black ichor, which forms a layer of armor as you bleed. You gain 8 temporary hit points, and for the duration of the spell, you reduce any bludgeoning, piercing, or slashing damage you take by 4 (to a minimum of 1 damage), and any time you are hit with a melee attack, the attacker takes 4 acid damage.

At Higher Levels. When you cast this spell with a 5th level or higher spell slot, the damage reduction and acid damage dealt to attackers increases by 1 for each level over 4th.

Macabre Marionette

4th-level necromancy (blood magic)


  • Classes: Occultist, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a splash of your blood worth at least 4 hit points, which the spell consumes)
  • Duration: Concentration, up to 1 minute

You attempt to control a creature's movements by using the blood to marionette them to your commands. The target must make a Wisdom saving throw. If the target fails their saving throw, for the duration of the spell you can use your bonus action force them to spend their reaction to move up to 20 feet (or their movement speed, whichever is less) and make a single weapon attack.

Until the target breaks free of the spell, they cannot use their own reaction. At the end of each of the target's turns, they can repeat the saving throw against the spell, ending it on success.

Explode Heart

5th-level necromancy (blood magic)


  • Classes: Occultist, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a splash of your blood worth at least 6 hit points, which the spell consumes)
  • Duration: Instantaneous

You point at a creature and attempt to make their heart explode in a violent spasm. If the target creature has fewer than 20 hit points, their heart explodes and they die. If they have more than 20 hit points, the target must make a Constitution saving throw. On a failed saving throw it takes 10d6 necrotic damage and are stunned until the start of your next turn. On a successful save, they take half as much damage and are not stunned. If this damage reduces them to 0 hit points, they die.

Creatures without a heart are immune to effect, though at your GM's discretion similar organs or functions (such as a golem's magic core) may qualify as a heart.

Sanguine Doom

6th-level necromancy (blood magic)


  • Classes: Cleric, Occultist, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S, M (a splash of your blood worth at least 6 hit points, which the spell consumes)
  • Duration: Instantaneous

You target a point within range. Darkness washes over an a 30 foot radius area extinguishing all lights (including lights caused by magical effects of a lower level) as blood rains down above. Creatures and objects that are not being worn or carried within the area take 4d6 acid damage, and creatures must make a Wisdom saving throw against being cursed with doom.

On failure, the creature gains the doomed curse, and the next time they are hit with an attack roll, that attack becomes a critical hit. On success, they suffer no further effect.

Strige Swarm

6th-level conjuration (blood magic)


  • Classes: Occultist, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a splash of your blood worth at least 10 hit points, which the spell consumes)
  • Duration: Concentration, up to 1 minute

You conjure a swirling swarm of magical Striges that swirl around within 20 foot radius of the target point. Creatures with blood other than the caster that start their turn within the area or enter it for the first time during a turn must make a Dexterity saving throw. On failure, they are drained of their blood by the swirling storm of Striges, reducing their hit points by 4d4 + 12 damage and restoring 4 hit points to the caster. On a successful save, they half as much damage and restore 2 hit points to caster.

As a bonus action on each of their turns for the duration of the spell, the caster and move the swirling swarm of Striges up to 30 feet in any direction.

Devouring Mist

7th-level necromancy (blood magic)


  • Classes: Occultist, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a splash of your blood worth at least 15 hit points, which the spell consumes)
  • Duration: 1 round

You turn into a 15 foot radius swirling cloud of blood mist. While in this form, you have a 60 foot flying speed and you have resistance to all damage besides radiant, force, and psychic damage, but cannot take any actions.

The first time on a turn a creature enters this cloud of blood mist (including from your movement), they must make a Constitution saving throw. On failure, they take 6d8 necrotic damage, and you regain 5 hit points. On a success, they take half as much damage, and you regain 3 hit points.

At the start of your next turn, you reform into your previous form.

Greater Blood Rituals

Blood Magic Items

Sacrificial Dagger

Dagger, Wondrous Item, Uncommon (requires attunement by an evil creature)

A wicked dagger eternally stained with blood. When you hit a living creature with it, that creature takes an extra 1d6 necrotic damage.

When you kill a creature (that is not an undead or construct) with this dagger you can fuel an ongoing Greater Blood Ritual with a Ritual Focus within 30 feet, granting a value equal to the creatures CR (or level) in ritual points.

Balanced by Evil

The sacrificial dagger is an obviously overpowered item. Evil villains wouldn't (generally) be evil if it didn't make them more powerful - that's why they are evil. If you play a game without alignment or concern for morality (or the players are playing villains), the item should be considered as a Very Rare rarity instead.

Changelog

Feats

  • Hemomancer feat added.

Spells [+8 Spells]

  • Tranfuse Life changed to 1d8 from spellcasting modifier.
  • Exsanguinate damage increased by 1d6/2d6
  • Crimson Poison duration increased to 1 hour.
  • Bloodline Curse duration increased to 1 hour.
  • Ichorous Blood completely rewritten (again).
  • Explode Heart changed.
  • Blood Divination added.
  • Compelled Convulsion added.
  • Sanguine Spears added
  • Macabre Marionette added.
  • Life Link added.
  • Sanguine Doom added.
  • Stirge Swarm added.
  • Devouring Mist added.

Bloodforger

  • Crimson Font reworked.
  • Consume Vitality renamed Reaper's Harvest and reworked.
  • Undying Will renamed Life Control.

Occultist

  • Blood Magic rite renamed Hemomancer. Can now only be used to cast Blood Magic spells. Functionality is the same as the feat, just easier for Occultists to get. No longer requires Blood Rituals to take.
  • Blood Rituals no generates a level of exhaustion if you contribute more hit points than your charcter level/CR.

Red Coven

  • Sanguine Vitality rite added.
  • Witch's Fangs revamped to no longer use non-SRD spells.

Cultist

  • Blood Fuel renamed Sanguine Power; reduced to damage equal to half the piercing or slashing damage dealt.
  • Boon of Frenzy can now grant Dueling or Two Weapon Fighting.
  • Boon of Fiendish Talent added
  • Boon of Unholy Nature added.
  • Boon of Burning Eyes added.

License

5e SRD Content

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at:

https://dnd.wizards.com/resources/systems-reference-document.

The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at:

https://creativecommons.org/licenses/by/4.0/legalcode

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