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# Hemomancy Blood magic, or hemomancy, is a school of magic based around utilizing blood as a material to cast powerful spells and curses. There is latent life magic in the blood of all creatures, though it is more potent in some more than others. Blood can be used to preform many things, such as healing spells, wards, damaging curses and complex rituals. ## Blood as a Component Hemomancy relies on blood as a spell component, In spell blocks this is represented by the blood component (B). The spell will list what the blood cost is to cast a spell, when you cast a spell with a blood cost you subtract that amount from your current hit points. To collect the blood for a spell you must use a ritual blade. Some spells may specify that the blood bust be from the target of the spell, if this is the case you must make a spell attack roll using a ritual blade. Collecting blood deals slashing damage #### Blood Splatter *Hemomancy cantrip* ___ - **Casting Time:** 1 action - **Range:** Self (15 ft. cone) - **Components:** V, S, B (1d6) - **Duration:** Instantaneous ___ You slit your palm and splatter boiling hot blood in a 15 foot cone. All creatures caught in the cone must make a constitution saving throw. On a failed save, they take fire damage equal to twice the hit points sacrificed. The spell's damage increases by another multiple when you reach 5th level (three times), 11th level (four times), 17th level (five times). #### Crimson Strike *1st level hemomancy* ___ - **Casting Time:** 1 bonus action - **Range:** Touch - **Components:** V, B (1d6) - **Duration:** Instantaneous ___ You run your hand across a a bladed weapon coating it in blood, the next time you hit with that weapon the attack deals an additional 1d6 necrotic damage to the target. Additionally, the target must make a constitution saving throw. On a failure the blade becomes coated in it's blood and the extra damage increases by 1d6, on a successful save the spell ends. **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the blood cost increases by 1 and the initial extra damage dealt by the attack increases by 1d6 for each slot level above 1st \columnbreak #### Blood Transfusion *1st level hemomancy* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, B (10) - **Duration:** 1 minute ___ You prick your finger and point it at a target you can see within range. The target regains hit points equal to 10 + your spellcasting ability modifier. At the end of each of it's turns for the duration of the spell, the target must make a constitution saving throw. On a failed save it takes 1d10 necrotic damage, on a successful save, the spell ends. **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the blood cost and hit points regained both increase by 1 and the damage dealt increases by 1d10 for each slot level above 1st #### Bonded by Blood *2nd level hemomancy (ritual)* ___ - **Casting Time:** 1 minute - **Range:** Touch - **Components:** S, M (a bowl or cup), B (1d4 + your spellcasting ability modifier to each target) - **Duration:** 48 hours ___ You and up to three other willing creatures all pour some of your blood into a communal bowl and all of you drink it together. Each target’s hit point maximum and current hit points increase by the total sacrificed hit points for the duration. Additionally, Whenever one affected creature takes damage or regains hit points all other affected creatures take half of that damage or regain half of the healed hit points **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the Blood cost increases by 1d4 for each slot above 2nd. #### Create Voodoo Doll *4th level hemomancy* ___ - **Casting Time:** 1 hour - **Range:** touch - **Components:** V, S, M (a ruby worth at least 500gp, a drop of blood from the target, a ragdoll) - **Duration:** Until dispelled ___ You magically fuse the targets blood to the ruby and place it within the doll. The target must make a charisma saving throw. On a failed save, the doll becomes magically linked to the target. The doll is treated as a tiny construct, it has an AC of 10 and hit points equal to half of the target's max hit points rounded up. Any time the doll takes damage the target also takes half that damage rounded down , however the target cannot be reduced lower than 10 hit points through this method. If the Mending spell is cast on the doll, it regains 2d6 hit points. If the doll is destroyed the spell ends. If the target is not on the same plane as you, the spell fails. \pagebreakNum #### Sanguis Burst *3rd level hemomancy (ritual)* ___ - **Casting Time:** 1 action - **Range:** touch - **Components:** S, B (2d6) - **Duration:** Concentration up to 1 hour ___ Slit your palm and you choose cold, force, fire, lightning, or thunder for the damage type of the spell. You spread your blood over a surface or object of your choosing but the blood cannot exceed 10 square feet. the blood remains fresh and wet so long as you maintain concentration on the spell. When you end concentration on the spell, the element you chose explodes out of the blood and the blood dries instantly. All creatures within 10 feet of the blood must make a dexterity saving throw. Each target takes 6d8 damage of the type you chose on a failed save, or half as much damage on a successful one. **At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the Blood cost increases by 1d4 and the damage increases by 1d8 for each slot level above 3rd. #### Sanguine Defender *4th level hemomancy* ___ - **Casting Time:** 1 bonus action - **Range:** Self (60 feet) - **Components:** S, B (4d6) - **Duration:** concentration, up to 10 minutes ___ You spill some of your own blood and it floats into a mass that floats by your shoulder. The mass has hit points equal to twice the hit points you sacrificed. Whenever a creature within 60 feet of you makes an attack, as a reaction, you can make a ranged spell attack against the creature making the attack, as the mass by your shoulder shoots a bolt of solidified blood at it. On a hit, the attacker takes 4d6 piercing damage. Whenever you cast another spell with a blood cost the mass siphons off some of the blood you sacrifice, the next attack it makes it deals additional necrotic damage equal to the hit points you sacrificed to cast that other spell. **At Higher Levels.** When you cast this spell using a spell slot of 5th level or higher, the blood cost of the spell increases by 2 and the damage increases by 1d6 for each level above 1st #### Violent Vandalism *5th level hemomancy (ritual)* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** S, M (an artist's rendition of the target worth at least 50gp, a drop of the target's blood), B (8d6) - **Duration:** Instantaneous ___ You splash a significant amount of blood on the artist's rendition of the target across one of the target's limbs. the target must make a charisma saving throw, on a failed save the target takes 6d12 necrotic damage and whatever limb was targeted is crippled. The crippled limb can only be restored with magical healing equal or greater than the Greater Restoration spell. \columnbreak #### Vampiric Circle *6th level hemomancy (ritual)* ___ - **Casting Time:** 1 minute - **Range:** 10 feet - **Components:** V, S, B (8d10) - **Duration:** Until dispelled ___ As you cast the spell, you draw a 10-foot-diameter circle on the ground with your blood inscribed with arcane runes. Any creature that enters the circle must make a constitution saving throw, on a failure they become unconscious and gain a level of exhaustion on a success they stay conscious and not exhausted. Every six seconds all creatures in the circle take 1d6 piercing damage as their blood is magically drawn out of their body. As long as you are within 100 miles of the circle you regain hit points equal to half the damage the circle deals rounded down. #### Sacrifice for Self *1st level hemomancy* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, M, (a ritual blade) B (2d6 from the target) - **Duration:** Instantaneous ___ You lunge at the target with your ritual blade. Make a melee spell attack, on a hit the spell succeeds. You or another creature of your choice regain hit points equal to half the hit points sacrificed rounded up + your spellcasting ability modifier **At Higher Levels.** When you cast this spell using a slot of 2nd level or higher, the blood cont increases by 1d6 for each level above 1st. #### Moonlit Harvest *Hemomancy cantrip* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** S - **Duration:** Instantaneous ___ Blood is a very important component for your spells, but it isn't infinite. Others may have the blood you need. Choose a target within range, you can manipulate their blood in one of the following ways. * You draw some of their blood towards yourself, the target makes a constitution saving throw. On a failed save their blood travels to you, however they take 1d4 piercing damage, if they have any open wounds they fail the save automatically * You direct all their blood to a single point in their body, the target makes a constitution saving throw. On a failed save they have -1d4 on their next ability check. * you cause bruising on their body in any 2 dimensional shape such as letters or a message. \pagebreakNum #### Philosopher's Stone *7th level hemomancy (ritual)* ___ - **Casting Time:** 8 hours - **Range:** Touch - **Components:** V, S, M (a crystal ball worth at least 500gp), B (minimum 10 hit points each from at least 15 creatures) - **Duration:** Until dispelled ___ Over the course of casting the spell, you imbue all of the blood into the crystal ball, turning it a deep red color. The crystal ball has a pool of hit points equal to the hit points that were sacrificed. As an action, you can touch a creature with the ball and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount of 20 hit points. Additionally when you cast a spell with a blood cost you can use your bonus action to draw the necessary hit points from the pool. Once all hit points in the pool are consumed, the crystal ball cracks and breaks and the spell ends #### Restoring Field *3rd level hemomancy* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** S, B (2d6) - **Duration:** Concentration, up to a minute ___ You mark an object with some of your blood. all creatures other than yourself within a 20 foot sphere centered on the object, if they are willing, regain 1d6 hit points if they start their turn within the area #### Hemorrhagic Bulkup *4th level hemomancy* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, B (Your choice) - **Duration:** 2 minutes ___ You plunge your ritual dagger into your own heart and magically take control of your blood and fill up your muscles making the stronger and more durable. You gain temporary hit points equal to twice the hit points you sacrificed and your strength bonus increases by 1 for each 4 hit points sacrificed. Additionally your AC increases by 1 for each 8 hit points sacrificed. When the spell ends you must make a constitution saving throw or take 4d8 necrotic damage. The spell can end early if the dagger is removed from your chest at any point, a creature can use its action to attempt to remove the dagger by making a strength check against your spell save DC. \columnbreak #### Exsanguinate *2nd level hemomancy* ___ - **Casting Time:** 1 reaction which you take when a creature within 30 feet of you that can bleed; bleeds. - **Range:** 30 feet - **Components:** V, S - **Duration:** 1 minute ___ When a creature nearby begins to bleed you magically accelerate the bleeding. The target takes 4d8 necrotic damage, if the creature takes more than 13 damage it must make a constitution saving throw or fall unconscious for the duration of the spell. #### Link Vitality *3rd level hemomancy* ___ - **Casting Time:** 1 action (ritual) - **Range:** Touch - **Components:** V, S, B (1d4 from a creature that can bleed) - **Duration:** Instantaneous ___ Using the blood of the target, you write the target's true name on an object. The marked object is now magically linked to the target. When the object is targeted by a spell with a range of touch the spell instead targets the creature whose blood was used in the casting of the spell instead. The effect of this spell ends if the creature or object are targeted by a Remove Curse spell. #### name *level* ___ - **Casting Time:** - **Range:** - **Components:** - **Duration:** ___ ang \pagebreakNum ## Wizard ### School of Hemomancy The school of hemomancy focuses on the taboo art of blood magic, to use the life energies stored within blood to preform great feats of magic. While the school is not inherently evil, hemomancy is taboo and often reviled by those who are less... open minded. ##### School of Hemomancy Features |Wizard Level|Features| |:----:|:---| |2nd|Bloody Savant, Unwavering focus| |6th|Blood Ritual| |10th|Blood Ties| |14th|Perfect Ritual| #### Bloody Savant Beginning when you select this school at 2nd level, the gold and time you must spend to copy a hemomancy spell into your spellbook is halved. #### Unwavering Focus Starting at 2nd level you are used to feeling pain while focusing on your magics. You have advantage on constitution saving throws made to maintain concentration, additionally, while you are focusing on a hemomancy spell you can add your proficiency bonus to constitution saving throws made to maintain concentration. #### Blood Ritual By 6th level you are beginning to understand the nature of blood and the magic within it. As a bonus action, You can sacrifice 2d8 hit points to gain a number of extra spell slots with a combined level equal to half of the sacrificed hit points rounded up. For example, if you sacrifice 12 hit points you could gain one 2nd level slot and one 1st level slot or one 3rd level slot. When you reach 10th level the combined spell level becomes half the sacrificed hit points rounded up rather than one quarter. Once you use this feature you can't use it again until you finish a short or long rest. #### Blood Ties At 10th level you can empower your spells with the blood of the spell's target. Whenever you cast a spell targeted on a creature who's blood you possess the spell is strengthened with one of the following effects - If the spell requires a saving throw, your spell save DC increases by 4. - If the spell requires an attack roll you have advantage on the roll. - If the spell restores hit points you automatically restore the maximum hit points the spell can restore. - If the spell deals damage it deals an additional 3d8 necrotic damage \columnbreak #### Perfect Ritual At 14th level your Blood Ritual is perfected. Whenever you cast a hemomancy spell with one of the spell slots you gained with the *Blood Ritual* feature, it acts as if it was cast using a spell slot a number of levels higher equal to half your intelligence modifier rounded down. \pagebreakNum #### name *level* ___ - **Casting Time:** - **Range:** - **Components:** - **Duration:** ___ ang