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# 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.
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#### 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.
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## 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.
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## 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.
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## 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.
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## 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.
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## 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.
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## 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.