Hemonancer
Overview
The Hemomancer is a spellcasting class that harnesses the power of blood magic to deal damage, heal, and manipulate life force. They wield weapons infused with their own blood, creating a unique bond that allows them to channel their magic through melee combat.
A brief Preface
In the realm of Praesidia, where the threads of magic and nature are interwoven, there exists a unique and enigmatic group known as the Hemomancers. These individuals have unlocked the latent powers of the ancient World Tree of Elefia, harnessing its life-giving energies to wield the magic of blood in ways that few can comprehend. The Hemomancers are intrinsically tied to the delicate balance between life and magic, using their abilities to cleanse, heal, and manipulate blood as a means of fostering both the well-being of their kin and the harmony of their world.
Hemomancy in Praesidia
The Hemomancers, living in harmony with their surroundings, often establish their communities in the tranquil groves and sacred sites surrounding the World Tree Elefia. These settlements become centers of knowledge, where young Hemomancers are trained and where the mysteries of blood magic are preserved through generations. The Hemomancers understand the vital role they play in maintaining the health of the realm, and they are often sought out for their unique healing abilities.
Hemomancers are deeply respected and revered by other inhabitants of Praesidia. Many view them as wise healers, capable of mending wounds and curing ailments that would otherwise be incurable. However, some are cautious of their power, knowing that mastery over blood magic requires a deep understanding of its consequences and the balance between life and death.
In the realm of magic, the Hemomancers stand as a testament to the interconnectedness of all things. Through their manipulation of blood, they not only heal and protect, but also remind the world that life's vitality flows through every living being, connecting them to the eternal pulse of the World Tree's magic.
Creating a Hemomancer
To become a Hemomancer is to embrace a journey that intertwines the mysteries of blood magic with the sanctity of nature's essence. Hemomancers are often chosen at a young age, displaying a deep affinity for the World Tree's energies and the innate magic that flows through their own veins. Their training is rigorous and spiritual, demanding both mastery over the manipulation of blood and an understanding of the interconnectedness of all living beings. As they progress, Hemomancers learn to channel their powers for a variety of purposes, from healing wounds to shaping the very flow of life force.
Hemomancers possess an intrinsic connection to the World Tree Elefia, and their abilities reflect this bond. They wield their magic through incantations that resonate with the primal energies of the tree, harnessing its life-giving essence to manipulate blood and restore vitality. Their spells are often accompanied by symbolic gestures, reflecting their reverence for the balance of life and their desire to preserve it.
Backgrounds
Treewarden Disciple
You were raised within the sacred groves surrounding the World Tree Elefia, learning the ancient ways of the Hemomancers from a young age. As a Treewarden Disciple, you were trained to channel the tree's life-giving energy to cleanse and heal, and you were instilled with a deep reverence for the balance of life and magic. Your upbringing within the Hemomancer community has made you well-versed in the rituals and traditions of your people.
Skill Proficiencies: Nature, Medicine
Tool Proficiencies: Herbalism Kit
Bloodline Seeker
You come from a lineage of Hemomancers, tracing your family's roots back to the earliest days of the World Tree's magic. The secrets of blood manipulation have been passed down through generations, and you are determined to uncover the full extent of your ancestral legacy. As a Bloodline Seeker, you travel the realm in search of forgotten lore and hidden locations that hold the key to unlocking your bloodline's potential.
Skill Proficiencies: Medicine, Persuasion
Tool Proficiencies: Alchemist's Supplies
Class Features
As a hemomancer, you gain the following features.
Hit Points
- Hit Dice: 1d10 per hemomancer level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per hemomancer level after 1st
Proficiencies
- Armor: Light armor, medium armor.
- Weapons: Simple weapons, Martial Weapons
- Tools: Healer's Kit
- Saving Throws: lntelligence, Constitution
- Skills: Medicine and choose one from Arcana, Religion, lnsight, Nature, Perception and Survival.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) any simple weapon
- (a) a scimitar or (b) any simple melee weapon
- Leather armor, an explorer's pack, and a tome of prayer
Quick Build
You can make a hemomancer quickly by following these suggestions. First, Constitution and Wisdom should be your highest ability score, followed by a balance of all others. Second, choose the sage background.
The Hemomancer
| Level | Proficiency Bonus |
Features | Blood Dice | Cantrips Known |
1st | 2nd | 3rd | 4th | 5th | 6th | 7th |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Bloodbonding | — | 2 | 2 | — | — | — | — | — | — |
| 2nd | +2 | Hemomancer's Blood Dice, Bloodletting Dice | 1, d4 | 2 | 3 | — | — | — | — | — | — |
| 3rd | +2 | Hemomantic Art | 1, d4 | 2 | 4 | 2 | — | — | — | — | — |
| 4th | +2 | Hemomantic Blood Dice, Ability Score Improvement | 2, d4 | 3 | 4 | 3 | — | — | — | — | — |
| 5th | +3 | Extra Attack | 2, d6 | 3 | 4 | 3 | 2 | — | — | — | — |
| 6th | +3 | Blood Magic Mastery | 3, d6 | 3 | 4 | 3 | 3 | — | — | — | — |
| 7th | +3 | — | 3, d6 | 3 | 4 | 3 | 3 | 1 | — | — | — |
| 8th | +3 | Ability Score Improvement | 4, d6 | 3 | 4 | 3 | 3 | 2 | — | — | — |
| 9th | +4 | — | 4, d6 | 3 | 4 | 3 | 3 | 3 | 1 | — | — |
| 10th | +4 | Lifeblood Surge | 4, d6 | 4 | 4 | 3 | 3 | 3 | 2 | — | — |
| 11th | +4 | — | 4, d8 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — |
| 12th | +4 | Exsanguinate, Ability Score Improvement | 4, d8 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — |
| 13th | +5 | — | 4, d8 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — |
| 14th | +5 | — | 4, d8 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — |
| 15th | +5 | — | 4, d8 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — |
| 16th | +5 | Ability Score Improvement | 4, d8 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 17th | +6 | Sanguine Ascendance | 4, d10 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 |
| 18th | +6 | — | 4, d10 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 |
| 19th | +6 | Ability Score Improvement | 4, d10 | 4 | 4 | 3 | 3 | 3 | 2 | 2 | 1 |
| 20th | +6 | — | 4, d10 | 4 | 4 | 3 | 3 | 3 | 2 | 2 | 2 |
Spellcasting
Drawing on the divine essence of blood itself, you can cast spells to shape that essence to your will. See chapter 10 for the general rules of spellcasting.
Cantrips
At 1st level, you know two cantrips of your choice from the hemomancer spell list. You learn additional hemomancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the hemomancer table.
Preparing And Casting Spells
The Hemomancer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these hemomancer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of hemomancer spells that are available for you to cast, choosing from the hemomancer spell list. When you do so, choose a number of hemomancer spells equal to your Constitution modifier + your hemomancer level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level hemomancer, you have four 1st-level and two 2nd-level spell slots. With a Constitution of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Siphon Life, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can also change your list of prepared spells when you finish a long rest. Preparing a new list of hemomancer spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Constitution is your spellcasting ability for your hemomancer spells, since your magic draws upon your devotion and attunement to life essence. You use your Consitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a hemomancer spell you cast and when making an attack roll with one.
Spell Save DC 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier
Ritual Casting
You can cast a hemomancer spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use your book of prayer as a spellcasting focus, as long as you make a blood sacrifice of your own blood after every long rest.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Bloodbonding
At 1st level, you learn the ritual of Bloodbonding. During a short rest, you can perform this ritual on a melee weapon you are proficient with. Once the ritual is complete, the weapon becomes your Bloodbonded weapon. You can use your Constitution modifier instead of Strength or Dexterity for attack and damage rolls with this weapon. If you’re afflicted by a disease or are poisoned, enemies struck by your Bloodbonded weapon need to succeed a DC12 Constitution save or become afflicted as well.
Hemomancer's Blood Dice
At 2nd level, you gain a special die called Hemomancer's Blood Dice, which starts as a d4. You can expend this die to enhance your attacks and abilities. The die increases to a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level. You gain another dice at 4th, 6th and 8th levels. You regain all expended Hemomancer's Blood Dice after finishing a long rest.
Bloodletting Strikes
Starting at 2nd level, when you hit a creature with a melee weapon attack using your Bloodbonded weapon, you can choose to expend a Hemomancer's Blood Die to deal additional necrotic damage equal to the result rolled on the die.
Hemomantic Resilience
At 4th level, your connection to blood magic enhances your physical and magical resilience. You gain resistance to necrotic damage, and whenever you roll a Hemomancer's Blood Die for damage, you regain hit points equal to half the result rolled on the die.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Blood Magic Mastery
Beginning at 6th level, your mastery over blood magic grows stronger. When you cast a spell that deals damage or restores hit points, you can roll a Hemomancer's Blood Die and add twice its result to the spell's damage or healing.
Lifeblood Surge
At 10th level, you can channel an immense surge of life force through your Bloodbonded weapon. Once per long rest, you can spend a full action to charge your weapon. For the next minute, all your melee weapon attacks deal an additional 2d10 necrotic damage, and you regain hit points equal to half the necrotic damage dealt by your attacks.
Exsanguinate
At 12th level, you unlock the ability to tap into the life essence of your enemies, draining their vitality to fuel your own power. Once a day, when you deal damage to a creature with a spell that requires an attack roll or forces a saving throw, you can choose to activate the Exsanguinate feature.
The target must make a Constitution saving throw against your spell save DC. On a failed save, the target takes an additional 6d6 necrotic damage, and that kills them, you regain one expended spell slot of your choosing. On a successful save, the target takes half damage, and you don't regain any hit points.
Sanguine Ascendance
At 17th level, you become a true master of hemomancy. Once a day, as an action, you may draw blood from all living creatures within 60 feet of you that have taken physical damage in the last 1 minute. Each creature takes 8d6 necrotic damage and you restore health equal to half their damage taken. Any overhealing from Sanguine Ascendance is added as temporary hit points to Bloodbonded Fortification, if it is active.
Hemomantic Arts
At 3rd level, you choose a Hemomantic Art. Within the ranks of Hemomancers, practitioners are drawn to unique paths known as Arts, each representing a specialized aspect of blood magic. These Arts shape a Hemomancer's journey, offering distinct powers, philosophies, and roles within the realm of Praesidia. Whether they are healers of the Art of Sanguine Alchemy, protectors in the Art of Bloodwarding, or masters of the Art of Reaping, Hemomancers find their purpose and power through their chosen Art.
Art of Bloodwarding
The Bloodwardens are the stalwart protectors among Hemomancers, specializing in defensive and protective abilities. They use their blood magic to create impenetrable barriers, fortify the resilience of their allies, and shield their communities from harm. Bloodwardens stand as the unwavering guardians of Elefia, safeguarding it against external threats.
Art of Bloodwarding Spells
| Hemomancer Level | Art Spells |
|---|---|
| 3rd | Blood Armor, Sanguine Whip |
| 5th | Bloodbonded Recall, Hemomancer's Appraisal |
| 7th | Death Ward, Furia's Blade Barrier |
| 9th | Antilife Shell, Bloodlink |
| 11th | Marrowrend, Wall of Thorns |
| 13th | Hemomantic Exchange, Nova of Aranesh |
Bloodbonded Fortification
At 3rd level, your Bloodbonded weapon becomes an extension of your own life force, its magical bond with you enhancing your survivability. While you are attuned to your Bloodbonded weapon, expending a Blood Die causes you gain temporary hit points equal to your Hemomancer level at the start of each of your turns, for 3 turns and up to a total of half your maximum hitpoints.
Bloodbonded Armor
Starting at 6th level, you learn empower your Bloodbond to also affect your armor, infusing your own blood into it, making it stronger and more resilient. While wearing medium or heavy armor, your AC increases by 1, and you gain resistance to slashing, piercing, and bludgeoning damage from non-magical weapons. This bonus increases to 2 at 11th level and 3 at 17th level.
Elefic Vigil
Starting at 14th level, your commitment to protecting others is unparalleled. As a reaction when an ally within 30 feet takes damage, you can expend a Hemomancer's Blood Die and redirect half of that damage to yourself.
Art of Reaving
Followers of the Art of Reaving, also known as Crimson Reavers, are masters of harnessing their own blood and life force to inflict damage upon their enemies. They use their blood magic to create devastating attacks, draining their foes of vitality and manipulating blood as a deadly weapon. Crimson Reavers are relentless combatants who embrace the dark side of Hemomancy to wreak havoc on the battlefield.
Art of Reaving Spells
| Hemomancer Level | Art Spells |
|---|---|
| 3rd | Sanguine Whip, Strangulate |
| 5th | Blood Boon, Bloodbonded Recall |
| 7th | Claret Veil, Furia's Blade Barrier |
| 9th | Bloodletting Torrent, Sanguine Visage |
| 11th | Marrowrend, Harm |
| 13th | Hemomantic Exchange, Nova of Aranesh |
Anemic Barrage
Starting at 3rd level, you gain the ability to unleash a rapid barrage of blood-infused strikes. As an action, you can expend a Blood Die and make a series of melee weapon attacks against a single target within your reach. The number of attacks you can make is equal to the result rolled on the die, up to a maximum of 4 attacks.
Each attack made with Anemic Barrage deals additional necrotic damage equal to your Hemomancer level. However, using this feature is physically taxing. After you've completed the Anemic Barrage, you take damage equal to half the total necrotic damage dealt. This damage cannot be reduced or avoided.
Once you use this feature, you can't use it again until you finish a short or long rest.
Bloodforged Replica:
Starting at 6th level, you gain the ability to manifest a copy of your bloodbonded weapon using your own life force. As an action, you can willingly take damage equal to half your current hit points, drawing forth the essence of your weapon from within yourself. This summoned weapon is identical to your bloodbonded weapon in appearance, and it functions in the same way, including any magical properties it possesses.
While the Bloodforged Replica is active, you can mentally control the summoned weapon within a range of 60 feet, using your mind to wield it as if you were holding it physically. You can make attacks and use abilities with the summoned weapon as if you were wielding it in your hand.
The Bloodforged Replica lasts for 1 minute or until you dismiss it as a bonus action, causing it to return to your body and restoring half the hit points you used to summon it. Once this feature is used, you can't use it again until you finish a long rest.
Elefic Embrace
Starting at 14th level, your devotion to pain exceeds sanity. As an action, choose a living target you can see, which must make a Wisdom saving throw. On a failed save, you bind your fate to their own, before entering a ritual of shared pain.
Using your bloodbonded weapon, you enter a trance, inflicting immeasurable pain upon yourself as you strike against your body, with any damage you take during Elefic Embrace being replicated to your target as Psychic damage.
Elefic Embrace lasts until either you or the target reach 0 hit points. Once you successfully use this feature, you can't use it again until you finish a short or long rest.
Art of Vitalism
Those who abide by the Art of Vitalism stand at the epitome of life force manipulation, using their own vital essence to heal and support their allies. They possess a deep understanding of the interconnectedness of life and can sacrifice their own well-being to mend wounds and bolster their comrades.
| Hemomancer Level | Art Spells |
|---|---|
| 3rd | Enhance Ability, Strangulate |
| 5th | Blood Boon, Hemomancer's Appraisal |
| 7th | Death Ward, Ephemeral Resurgence |
| 9th | Mass Cure Wounds, Life Exchange |
| 11th | Elefic Nexus, Heal |
| 13th | Hemomantic Exchange, Regenerate |
Bloodwell Healing
At 3rd level, you can tap into the wellspring of life within your blood to heal others. As an action, you can expend a Hemomancer's Blood Die to create a Bloodwell, a pool of life-giving energy at a point you can see within 30 feet of you. The Bloodwell remains for 1 minute.
While the Bloodwell is active, you and your allies can use a bonus action to draw healing energy from it. When a creature within 30 feet of the Bloodwell uses a bonus action to touch it, they regain hit points equal to your Hemomancer level + your Wisdom modifier. Once a creature benefits from this feature, they cannot do so again until they finish a short or long rest.
Vital Bond
Starting at 6th level, you forge a strong bond with a chosen ally, allowing you to share their injuries and provide unparalleled support. Choose one willing creature to be your Vital Bond.
While your Vital Bond is within 30 feet of you, they gain the following benefits:
- Your Vital Bond gains resistance to one damage type of their choice (fire, cold, acid, or poison) while within 30 feet of you.
- Your Vital Bond receives the maximum possible healing from any healing spell you cast on them.
- If your Sanguine Bond is reduced to 0 hit points and falls unconscious, you can use your reaction to transfer a portion of your own hit points equal to half your current hit points (rounded down) to them, instantly stabilizing them and bringing them back to consciousness.
You can change your Vital Bond during a long rest.
Elefic Transcendence:
At 14th level, you achieve a transcendent connection to the life force within your blood. You can use your own life force to perform extraordinary feats of healing and support. Once per long rest, as an action, you can activate Elefic Transcendence for 1 minute. During this time:
-
Your Vital Bonds gain temporary hit points equal to your spellcasting modifier + your proficiency bonus at the start of each of your turns.
-
Your Bloodwell Healing ability becomes more potent, doubling the healing granted to allies.
-
You can use your Vital Bond ability to form bonds with a total of three willing creatures simultaneously.
Hemomancer Spell List
Cantrips (0 Level)
- Bloodstrike
- Blood Mending
- Guidance
- Infestation (XGtE)
- Resistance
- Sanguine Dart
- Shape Water (XGtE)
1st Level
- Charm Person
- Create or Destroy Water
- Crimson Bond
- Cure Wounds
- Detect Magic
- Detect Poison or Disease
- Fog Cloud
- Healing Word
- Heart Strike
- Purify Food and Drink
- Sanguine Surge
- Siphon Life
2nd Level
- Blood Armor
- Bloodline Vision
- Enhance Ability
- Healing Spirit (XGtE)
- Hold Person
- Lesser Restoration
- Locate Animals or Plants
- Pass without Trace
- Protection from Poison
- Sanguine Whip
- Strangulate
3rd Level
- Blood Boon
- Bloodbonded Recall
- Bestow Curse
- Darkness
- Dispel Magic
- Fast Friends
- Feign Death
- Hemomancer's Appraisal
- Mass Healing Word
- Remove Curse
- Revivify
- Speak With Dead
- Tongues
- Water Breathing
- Water Walk
4th Level
- Blight
- Charm Monster (XGtE)
- Claret Veil
- Confusion
- Control Water
- Death Ward
- Dominate Beast
- Ephemeral Resurgence
- Furia's Blade Barrier
- Freedom of Movement
- Hallucinatory Terrain
- Life Exchange
- Locate Creature
5th Level
- Antilife Shell
- Awaken
- Bloodlink
- Bloodletting Torrent
- Contagion
- Geas
- Greater Restoration
- Insect Plague
- Mass Cure Wounds
- Planar Binding
- Sanguine Visage
- Scrying
6th Level
- Create Undead
- Harm
- Heal
- Marrowrend
- Primordial Ward (XGtE)
- Elefic Nexus
- Wall of Thorns
- Wind Walk
7th Level
- Hemomantic Exchange
- Mirage Arcane
- Nova of Aranesh
- Plane Shift
- Regenerate
- Reverse Gravity
- Symbol
Spells
Cantrips
Bloodstrike
Necromancy cantrip
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: 1 round
Make a melee spell attack against a creature within range. On a hit, the target takes 1d6 necrotic damage. This damage is increased by 1d6 at 5th, 11th and 17th level.
Blood Mending
Necromancy cantrip
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
You touch a creature and mend their wounds with your blood magic. You take 2d4 necrotic damage and your target restores half of that + your spellcasting modifier as health. The damage increases to a 2d6 at 5th level, a 2d8 at 11th level, and a 2d10 at 17th level.
Sanguine Dart
Necromancy cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You give nearby spilt blood form, hurling a dart made of blood at a target within range. Make a ranged spell attack. On a hit, the target takes 1d12 piercing damage. If there's no spilt blood in your vicinity, you may choose to take 1d4 necrotic damage instead.
Level 1 Spells
Crimson Bond
1st level Enchantment
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: 1 hour
You establish a blood bond between yourself and a willing creature you touch. For the duration, you can communicate telepathically with each other, regardless of distance.
Additionally, you can share your senses with the bonded creature for a limited duration of 1 minute, allowing you to see, hear, and feel what the creature does during that time.
Heart Strike
1st level Necromancy
- Casting Time: 1 bonus action
- Range: Touch
- Components: V, S
- Duration: 1 round
Your next melee attack with your Bloodbonded weapon is imbued with blood magic. Gain +4 on your next attack roll, and on hit, the target takes an extra 1d8 necrotic damage or 1d12 necrotic damage if they have been damaged by a physical attack within the last 1 minute.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, increase the damage dealt by an extra 1d6 for each slot above 1st.
Sanguine Surge
1st level Transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 1 minute.
You empower an ally's weapon with blood magic. You take 1d8 necrotic damage, and for the duration, their melee weapon attacks deal an additional 2d6 necrotic damage.
Siphon Life
1st level Necromancy
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
You drain life force from a target creature. Make a melee spell attack. On a hit, the target takes 2d6 necrotic damage, and you regain hit points equal to half the damage dealt.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, increase the damage dealt by an extra 1d6 for each slot above 1st.
Level 2 Spells
Blood Armor
2nd level Necromancy
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
For the next minute and while concentrating, whenever any creature within 30 feet takes physical damage, you can draw their lost blood onto you, gaining 1d6 + your proficiency bonus as temporary hit points, up to a maximum of half your maximum hit points.
Level 2 Spells
Bloodline Vision
2nd level Divination
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 hour
You attune your senses to the lineage of blood within an area, gaining insights into the history of events and creatures that have passed through. For the duration, you gain the ability to see the residual echoes of recent events in the area you are in, up to the past 24 hours. You can determine the number and type of creatures that passed through, their size, and the general direction they went. Additionally, you can attempt to glimpse specific events by concentrating for one minute, allowing you to see brief flashes of images and sounds related to those events.
Sanguine Whip
2nd level Necromancy
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a ranged spell attack against the target. If the attack hits, the creature takes 2d6 piercing damage + 1d6 necrotic damage, and if the creature is living and Large or smaller, the whip becomes tethered to it. If the creature attempts to move while tethered, they have to succeed a Dexterity saving throw or take 1d6 necrotic damage and be pulled 10 feet towards you. The whip cannot be cut, damaged or severed.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can choose an additional target for each level above 2nd.
Strangulate
2nd level Necromancy
- Casting Time: 1 action
- Range: 30 feet.
- Components: V, S
- Duration: Concentration, up to 2 turns.
You make a ranged spell attack against a Large or smaller creature within range. On a hit, the target becomes Grappled for 2 turns or until your concentration is broken. On a critical hit, the target must succeed a Dexterity saving throw or become incapacitated instead.
Level 3 Spells
Bloodbonded Recall
3rd level Conjuration
- Casting Time: 1 bonus action
- Range: Unlimited.
- Components: V, S
- Duration: Instantaneous
You summon your Bloodbonded weapon to your hand, regardless of its location. You can also choose to expend a normal action for this spell to not consume a spell slot.
Blood Boon
3rd level Transmutation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
You bestow either a boon of vitality or a curse of hemorrhage on a target creature. Choose one:
- Boon of Vitality: The target gains temporary hit points equal to 3d8 + your spellcasting ability modifier.
- Curse of Hemorrhage: The target takes 2d8 slashing damage and 1d8 necrotic damage, and its movement speed is reduced by 10 feet until the end of its next turn.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, increase the temporary hit points gained or the damage dealt by an extra 1d8 necrotic damage for each slot above 3rd.
Hemomancer's Appraisal
3rd level Divination
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 10 minutes.
You attune your senses to the flows of blood magic in your surroundings. For the duration, you gain blindsight with a range of 30 feet. This blindsight allows you to perceive creatures and objects, even if they are invisible or in darkness, as long as they are within range. Additionally, you can detect the presence of magical auras and disturbances within the area.
Level 4 Spells
Claret Veil
4th level Transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute.
You twist and turn yourself into a mist of blood that grants you advantage on Stealth checks and can pass through small holes, narrow openings, and even mere cracks. You can also choose to become partially incorporeal, granting you resistance to non-magical physical damage and advantage on Dexterity saving throws against effects that would restrain or grapple you. While in this form, you can’t talk or manipulate objects, and any objects you were carrying or holding can’t be dropped, used, or otherwise interacted with. You also can’t attack or cast spells.
Ephemeral Resurgencce
4th level Necromancy
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 10 minutes.
You infuse a recently deceased creature with spectral blood magic, reviving them as a spectral ally. The ally gains temporary hit points equal to your Hemomancer level + your proficiency bonus for the duration. However, the target is no more than a puppet, and cannot think or speak.
Furia's Blood Barrier
4th level Necromancy
- Casting Time: 1 action
- Range: Self (10 foot radius)
- Components: V, S
- Duration: Concentration, up to 1 minute.
You create a swirling barrier of blood-infused blades around you. Creatures that enter the area or end their turn there take 4d10 slashing damage and 1d8 necrotic damage for 2 turns.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, increase the slashing damage dealt by an extra 1d10 for each slot above 4th.
Life Exchange
4th level Necromancy
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
You exchange hit points with a willing creature you touch. The target regains hit points equal to half your current hit points, and you take the same amount of damage. If you are afflicted by poison or disease, the target must succeed a DC10 Constitution saving throw or be afflicted as well.
Level 5 Spells
Bloodlink
5th level Necromancy
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Concentration, 1 minute
You establish a link between yourself and a willing creature you touch. While the link is active, you can transfer half of the damage the target takes to yourself as necrotic. Damage taken through Bloodlink does not trigger Concentration checks.
Bloodletting Torrent
5th level Necromancy
- Casting Time: 1 action
- Range: Self (Cone 30-feet)
- Components: V, S
- Duration: Instantaneous
You unleash a torrent of blood magic in a cone. Each creature in the area must make a Dexterity saving throw, taking 6d8 necrotic damage on a failed save, or half as much on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, increase the damage dealt by an extra 2d8 for each slot above 5th.
Sanguine Visage
5th level Necromancy
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
Sacrificing some of your own blood, you summon a monstrous visage of yourself that you freely control. You take 5d8 necrotic damage and your visage gains that many temporary hit points. It also gains one spell slot of each level lower than the one expended to summon it.
As a bonus action each turn, you may swap location with your visage. If dispelled or you lose concentration, you regain hit points equal to half the remaining of the visage.
Level 6 Spells
Elefic Nexus
6th level Transmutation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 1 minute.
You open a nexus of pulsating blood magic at a point within range. This nexus forms a two-way conduit, allowing for the swift transfer of creatures and objects. Any creature or object within the area can be transported through the nexus, even without willing entry. The conduit can carry multiple creatures and objects at once, and they all arrive at the destination simultaneously.
While concentrating on this spell, you can manipulate the nexus to move its exit point to any location within 120 feet.
Furthermore, you gain the ability to attune the nexus to a specific creature or object. Once per round, as a reaction, you can expend a Hemomancer's Blood Die to instantly teleport the attuned creature or object to the nexus's exit point. This reaction can be taken even outside your turn.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the range of the portal's exit point movement increases by an additional 30 feet for each level above 6th.
Marrowrend
6th level Necromancy
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
Locate an open wound on a recently hurt living creature and, turning your Bloodbonded weapon into bloody mist, transfuse it into them. The targeted creature must make a Constitution saving throw, taking 6d10 damage on a failed save and making them Incapacitated for 1 round, or half as much damage on a successful one.
Level 7 Spells
Hemomantic Exchange
7th level Necromancy
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 1 minute.
You establish a magical link between two creatures, allowing them to share healing and damage taken. While the link is active, any hit points regained or lost by one creature are also applied to the other creature.
Nova of Aranesh
7th level Necromancy
- Casting Time: 1 action
- Range: Self (30-foot radius)
- Components: V, S
- Duration: 1 minute
You create a massive explosion of blood magic, causing a nova of energy to erupt from you. Each creature within the radius must make a Dexterity saving throw. On a failed save, they take 3d12 slashing damage, and a ghoulish visage of them rises from their blood, with hit points equal half to the damage taken.
The visage spawns at the closest unoccupied space of 5ft. and can take no actions or reactions. At the beginning of an affected creature's turn, if their visage is still active, their wounds burst, dealing 3d12 slashing damage and healing their visage for half the damage taken.
If an affected creature dies while their visage is alive, the visage dissipates and you recover hit points equal to its remaining.