The Forbidden Tome of Haemomancy

by ChaiKnight

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The Forbidden Tome of Haemomancy

The Forbidden Tome of Haemomancy

This ancient tome includes a number of homebrew options for players to select when creating their character. They center around blood magic, a terrible and forbidden craft. Not all haemomancers are bad people, but their methods are questionable at best, and the history of its use is laden with terror and calamity. For this reason, the options also include the Oath of Silver and the Silverblade, two subclasses dedicated to hunting down these terrible mages.

The options presented in this binder are meant for playtest purposes. They are alpha versions at best, meaning they have seen no real playtime and as such are subject to change.

If you decide to use one or more options presented herein, good for you! But do not feel pressured. The campaign might or might not involve haemomancy, but one thing is for certain: You will not miss out on a good time if you play a character using only official content.

Table of Contents Page Description
Subclasses of Blood 2 Some of the core classes have new bloody subclass options
Bloodwright Artificer 2 Infuse the blood of yourself and others to achieve bodily perfection
Oath of Silver Paladin 3 Take the oath of silver and become the bane of blood mages and their kin
Silverblade Ranger 4 Become a hunter of accursed blood, the protector of innocence and purity
Warlock Patron: The Bloodlust 5 Recharge your spells by weaving the life of yourself and those around you
Haemomancy Wizard 6 Learn the forbidden arts and sacrifice your vitality for power
Eldritch Invocation Options 7 Those that taste the Bloodlust may invoke its profane power
Feats 7 A mere sliver of the mastery of life and death, a taste of ultimate power
Haemomancy Spells 8 Forbidden magic lies waiting, ready to test your valor with promise of great power






Subclasses of Blood

Secret cults, long-lost tomes, and silver-tipped crossbow bolts: This section presents options for those who have fallen to the temptations of haemomancy, and those dedicated to the eradication of blood mages and their kin.

Bloodwright Artificer

Throughout time immemorial, certain practicioners of the medical arts have tried to perfect the body and mind. Some believe this practice to be the foundation of the medical sciences and healing magic of today. Some believe it to be an affront to the gods. Haemomancers call it a perversion of a noble craft. Regardless of tradition or modernity, these bloodwrights have one goal: Absolute bodily perfection. When you become a bloodwright, you learn to infuse the body with rare magics, altering it to fit your needs at any time.

Artificer Level Feature
3 Tool Proficiency, Bloodwright Spells, Genomantic Infusions, Haemomechanics
5 Physiomagy
9 Experimental Genomancy
15 Genomantic Mastery

Tool Proficiency

3rd-level Bloodwright feature

You gain proficiency with alchemist's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Bloodwright Spells

3rd-level Bloodwright feature

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

Bloodwright Spells
Artificer Level Spell*
3 false life, inflict wounds
5 alter self, enhance ability
9 haste, vampiric touch
13 death ward, polymorph
17 awaken, raise dead

*alternatively, if your DM allows them, you can substitute a number of spells from this list with spells from the Haemomancy Spells list








Genomantic Infusion

3rd-level Bloodwright feature

You gain the ability to alter your body to suit your needs by infusing your blood with powerful traits. You can spend one minute to use alchemist's supplies to extract a sample of blood and genetic material from a living humanoid, or from one that has been dead no longer than an hour. While you possess this sample, you can spend an hour infusing yourself with its power. The sample is consumed in the process.

Choose one racial trait, that is not an ability score increase, size, movement speed, or feat, from that creature's lineage. Until you use this feature again, you have that racial trait. The infusion can take place as part of a short or long rest.

Haemomechanics

3rd-level Bloodwright feature

Your studies of anatomy and physiology are unparalleled. You gain proficiency in the Medicine skill. Your proficiency bonus is doubled for any ability check you make that uses this proficiency.

Additionally, whenever you touch a creature, including when you hit it with a melee attack, you can use your reaction to learn more about it. Make a Wisdom (Medicine) check contested by the target's Charisma (Deception) check. If you succeed, the DM tells you whether the creature has any; condition and damage immunities, damage resistances and vulnerabilities, or innate abilities that require saving throws (your choice). If you choose the latter, you have advantage on saving throws against those abilities until you finish a short or long rest. If the creature is a humanoid, you also learn whether it has any racial traits that can be infused using your Genomantic Infusion feature.

Physiomagy

5th-level Bloodwright feature

You develop a masterful command of the body, allowing you to magically augment your interactions with it. You gain the following benefits:

  • When you deal acid, fire, necrotic, or poison damage, you add your Intelligence modifier to one such damage roll.
  • When you hit a creature with a melee attack, the target takes additional damage equal to your Intelligence modifier and must succeed on a Constitution saving throw against your spell save DC or be poisoned until the end of your next turn.
  • When you cast a spell of 1st level or higher that targets one or more friendly creatures, one target gains temporary hit points equal to your Intelligence modifier. If the spell has a range of touch and you target a creature other than yourself, both you and that target gain these temporary hit points.

When you use this feature with a spell, you must be using your alchemist's supplies as the spellcasting focus.

You can only use this feature once per turn.

Experimental Genomancy

9th-level Bloodwright feature

You progress from experimenting on yourself and begin to experiment on others. You can have two active Genomantic Infusions at any one time, and you can infuse humanoids other than yourself. When you attempt to infuse a target other than yourself, it must either be willing or incapacitated for the duration of the infusion when you do so. If you try to exceed your maximum number of genomantic infusions, the oldest genomantic infusion immediately ends, and then the new one applies.

Additionally, whenever you cast a spell that has a range of self using your alchemist's supplies as the spellcasting focus, you treat the spell as if its range was touch instead. If you target another creature, the target must be willing. The spell must have a casting time of 1 action. You still count as the caster for purposes of determining concentration, saving throws, and other modifiers.

Genomantic Mastery

15th-level Bloodwright feature

You master the art of genomancy. You gain the following benefits:

  • You can have three active genomantic infusions at any one time.
  • A creature that has an active genomantic infusion from you has resistance to poison damage and is immune to the poisoned condition.
  • When a creature that has an active genomantic infusion from you finishes a long rest, it gains temporary hit points equal to your artificer level. If the genomantic infusion ends, any remaining temporary hit points are lost.

Oath of Silver Paladin

Also referred to as Silvered Souls, these righteous warriors crusade against those of accursed blood; haemomancers, lycans, vampires, and fiends. When you take the Oath of Silver, you dedicate your life to the extermination of these threats. You will likely spend your time amongst the most foul and corrupting influences of the lands, so heed the warning of those before you -- many a Silvered Soul has been conquered by vindictive thirst and adopted the wicked ways of their enemies. At least your heart is pure... right?

Paladin Level Feature
3 Oath Spells, Channel Divinity: Peace of Mind, Channel Divinity: Word of Silver
7 Aura of the Relentless
15 Into the Fray
20 Champion of Purity

Tenets of Silver

The tenets represent the vigorous training and righteous dedication expected of the Silvered Souls.

Resolve. There is no place for wavering or uncertainty. I must be swift and decisive.

Kinship. Those who agree with my cause are my true family. Everyone else is a threat.

By Any Means Necessary. The extermination of blood mages and their kin is paramount. Nothing else matters.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Silver Spells
Paladin Level Spells*
3rd cause fear, detect evil and good
5th hold person, magic weapon
9th remove curse, spirit guardians
13th aura of life, banishment
17th dispel evil and good, hallow

*alternatively, if your DM allows them (and at threat of breaking your oath), you can substitute a number of spells from this list with spells from the Haemomancy Spells list

Channel Divinity: Peace of Mind

3rd-level Oath of Silver feature

You can use your Channel Divinity to steel yourself in the face of danger. When you make a saving throw, you can use your reaction to gain a +10 bonus to the roll. You may make this choice after you see the roll, but before the DM determines whether the saving throw succeeds or fails.

Channel Divinity: Vow of Silver

3rd-level Oath of Silver feature

As a bonus action, you vow to vanquish a sworn enemy within 60 feet using your Channel Divinity. You ignore any of that creature's resistances and immunities for 1 minute. If the creature normally has resistance or is immune to damage from non-silvered weapons, your attacks against that creature deal an additional 1d8 radiant damage for the duration.

Aura of the Relentless

7th-level Oath of Silver feature

You emanate an aura that protects you and your companions from sickness and despair while you aren't incapacitated. You and friendly creatures within 10 feet have resistance to poison damage and advantage on saving throws against being paralyzed, petrified, poisoned, diseased, and cursed.

At 18th level, the range of this aura increases to 30 feet.

Into the Fray

15th-level Oath of Silver feature

You gain the ability to strike swiftly and readily, utilizing any opportunity and distraction. When a creature misses you with an attack, you may use your reaction to make a weapon attack against a creature within range.

Champion of Purity

20th-level Oath of Silver feature

You become an avatar of purity, a shining beacon of good. As an action, you gain the following benefits for 1 minute:

  • You have resistance against all damage from hostile creatures.
  • Your weapon attacks deal radiant damage instead of any other type they would normally deal.
  • Creatures with resistance or immunity to damage from non-silvered weapons are instead vulnerable to any damage you deal with weapons.

Once you use this feature, you can't use it again until you finish a long rest.

Silverblade Ranger

Silverblades are righteous assassins whose dedication to the extermination of unholy creatures and haemomancy allows them to perform great feats. As a silverblade, you are likely a member of an organization of scholars and warriors that hunt down and kill vampires, lycans, and, most importantly, blood mages. These fearsome rangers are the dagger in the night against such terrors.

Ranger Level Feature
3 Silverblade Magic, Bloodscent, Silver Specialist
7 Bulwark Spirit
11 Slayer's Sense
15 Righteous Fortitude

Silverblade Magic

3rd-level Silverblade feature

You learn an additional spell when you reach certain levels in this class, as shown in the Silverblade Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Silverblade Spells
Ranger Level Spells
3rd bane
5th moonbeam
9th daylight
13th aura of purity
17th banishing smite

Bloodscent

3rd-level Silverblade feature

You are adept at tracking the scent of blood -- especially the blood of the tainted. You have advantage on Wisdom (Survival) checks made to track wounded creatures, undead, fiends, and shapechangers, as well as on Wisdom (Perception) checks that rely on smell.

Silver Specialist

3rd-level Silverblade feature

You gain proficiency with smith's tools. As part of a short or long rest, you can use a set of smith's tools and expend 10 gp worth of silver to silver one weapon or 10 pieces of ammunition.

Additionally, when you hit a creature with a silvered weapon for the first time on a turn, you deal an additional 1d4 damage of the weapon's damage type. This damage increases to 1d6 when you reach 7th level in this class, and again to 1d8 at 11th level and 1d10 at 15th level. This damage is doubled against creatures with resistance or immunity to damage from non-silvered weapons.

Bulwark Spirit

7th-level Silverblade feature

The wicked hold no sway over you or your allies. You have advantage on saving throws against being frightened. In addition, whenever a creature you can see within 120 feet makes a saving throw against being frightened, you can use your reaction to give the creature advantage on the saving throw.

Slayer's Sense

11th-level Silverblade feature

You have learned to recognize creatures and their weaknesses based only on subtle hints. As an action, you learn the exact location of any creature within 60 feet of you, even if they are on an overlapping plane (such as the Border Ethereal, if you are on the material plane). Any creature within this range must succeed on a Charisma saving throw, or you also learn of their creature type(s). Choose one creature whose type you know as a result of this feature. Until you use this feature again, you may, once per turn, add 1d4 to an attack roll you make against it. You can choose to add this bonus after you see the roll, but before the DM determines whether the attack hits or misses. If the creature is hidden from divination magic, this feature has no effect on it.

Once you use this feature, you can't use it again until you finish a long rest.

Righteous Fortitude

15th-level Silverblade feature

Through sheer force of will, you overcome most adversity. When you fail a saving throw against being charmed, frightened, incapacitated, paralyzed, petrified, poisoned, or stunned, you can choose to succeed instead. Once you use this feature, you can't use it again until you complete a long rest.





















Warlock Patron: The Bloodlust

Those that study the forbidden tomes of old, these dusty forgotten binders of haemomancy, may come across a poorly defined term: The Bloodlust. This strange phenomenon refers not to the practitioner's mental state nor some enigmatic being with a mind of its own - rather, it is the natural existence of these sculptors of blood. Your patron is this instinctive state in which you mold the life force of yourself and those around you. Those that choose to venture down this path often lose part of themselves in the pursuit of more power. But that won't be you -- right?

Warlock Level Feature
1 Blood Sacrifice, Ritual Blades
6 Essence Vessel, Master of Life and Death
14 Grim Retaliation
18 Exsanguinate

Expanded Spell List

1st-level Bloodlust feature

The Bloodlust allows you to choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Bloodlust Expanded Spells
Spell Level Spells
1st cure wounds, false life
2nd blindness/deafness, lesser restoration
3rd life transference, revivify
4th dominate beast, locate creature
5th dominate person, modify memory

*alternatively, if your DM allows them, you can substitute a number of spells from this list with spells from the Haemomancy Spells list

Blood Sacrifice

1st-level Bloodlust feature

You have learned to command the power of your own life force in place of the Weave. When you have no Pact Magic spell slots remaining, you may use a bonus action to spend a number of your warlock Hit Dice equal to the slot level of your Pact Magic spells. When you do, roll the spent Hit Dice. You take necrotic damage equal to the rolled amount and regain one Pact Magic spell slot. This damage can't be reduced in any way.

Ritual Blades

1st-level Bloodlust feature

You can use a dagger as a spellcasting focus for your warlock spells, and you can perform the somatic components of spells even when you have daggers in one or both hands.

Essence Vessel

6th-level Bloodlust feature

Upon gaining this feature, you create a Tiny container used to store life energy called an Essence Vessel. The container holds a maximum number of charges equal to half your warlock level. Whenever a hostile creature, that is not undead or a construct, is reduced to 0 hit points within 30 feet of you, you may use your reaction to capture the vanishing life force in your container, adding one charge. You may expend charges from the Essence Vessel in place of Hit Dice when you use your Blood Sacrifice feature. Additionally, you may expend one charge when you cast a spell. If you do, the spell affects creatures as if they had blood, even if they don't.

If your Essence Vessel is destroyed or you lose it, you can create a replacement in 1 hour. This process can take place during a short or long rest, and the previous container becomes inert if it still exists.

Master of Life and Death

6th-level Bloodlust feature

No one controls the flow of life within you other than yourself. You gain resistance to necrotic damage.

Grim Retaliation

10th-level Bloodlust feature

Blood magic, if anything, is known to punish those that overextend. When you are hit by a melee attack, you can use your reaction to deal necrotic damage to the attacker equal to 2d10 + your Charisma modifier. The creature takes no damage if it is undead or a construct. You regain hit points equal to the damage dealt. If this damage brings the attacking creature to 0 hit points, you may gain 1 charge for your Essence Vessel if you have one (no action required). Once you use this feature, you can't use it again until you finish a short or long rest.

Exsanguinate

14th-level Bloodlust feature

You learn to direct your magic to not only harm others, but heal yourself. Whenever you cast a spell that deals necrotic damage to a creature that is not undead or a construct, you may regain hit points equal to half the damage dealt to that creature. Once you use this feature, you can't use it again until you finish a long rest.

Haemomancy Wizard

You are a haemomancer, a practitioner of the forbidden art of blood magic. Somehow, you have found a way to sculpt the life force of yourself and those around you into powerful magic. Despite the unlawful and "immoral" path you have chosen, and the threat of death at the hand of those that despise your ways, you press onward. For there is one thing promised by blood magic that you found nowhere else: exceptional, boundless power over life and death.

Wizard Level Feature
2 Essence Manipulation, Wound Mending
6 Crimson Reaper
10 Vitality Void
14 Weaver of the Vanishing Soul

Essence Manipulation

2nd-level Haemomancy feature

Haemomancy has promised you great power, and you intend to take it at any cost. When you cast a spell with a casting time of 1 action or bonus action, you can expend a spell slot of one level lower than the normal spell slot requirement. You can cast spells at a level for which you do not normally have spell slots, and casting a 1st-level spell requires no spell slots when you cast in this way. When you do, you spend a number of your wizard Hit Dice equal to the level of the spell. Roll the spent Hit Dice. You take necrotic damage equal to the rolled amount, which can't be reduced in any way.

For example, you can cast Fireball at 4th level using a 3rd-level spell slot (even if you have no 4th-level spell slots). When you do, you spend 4 Hit Dice.

Additionally, if the spell specifies that creatures without blood are unaffected by or resistant to any aspect of it, the creature is affected as if it had blood when you use this feature.

Wound Mending

2nd-level Haemomancy feature

You gain the ability to mend the flow of life within you. When you regain hit points by spending Hit Dice at the end of a short rest, you regain an additional amount of hit points equal to your Intelligence modifier for each Hit Die spent.

Crimson Reaper

6th-level Haemomancy feature

You flourish around death, and have learned to reap the fleeting life force of the dying. When a hostile creature fails a saving throw from a spell you cast, or you hit it with an attack, you can use your reaction to attempt to draw a strand of its life force. The creature must succeed on a Constitution saving throw against your spell save DC or it takes necrotic damage equal to 1d6 + your Intelligence modifier and you regain 1 Hit Die. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.

Vitality Void

10th-level Haemomancy feature

You absorb the vitality of creatures around you. Hostile creatures within 30 feet of you have disadvantage on Constitution saving throws. While a creature suffers this effect, you have advantage on Constitution saving throws.

Weaver of the Vanishing Soul

14th-level Haemomancy feature

You learn to push and pull on the forces of life around you. As an action, a 30-foot aura begins to emanate from you. When you activate this aura, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failure, that creature takes necrotic damage equal to 1d6 + your Intelligence modifier, and you regain hit points equal to the damage taken. If a creature is reduced to 0 hit points within the aura, you regain one Hit Die. The aura lasts for 1 minute or until you dismiss it (no action required).

Once you use this feature, you can't use it again until you finish a long rest.

Eldritch Invocation Options

Warlocks that utilize the power of blood invoke no master's name and take no gifts -- instead, these haemomancers work to perfect their craft, manipulating the life force of themselves and those around them, becoming one with the Bloodlust. This section presents a number of new Eldritch Invocation options. None of them require that your patron is the Bloodlust. All blood mages are welcome here.

Bloodbound Blade

Prerequisites: Pact of the Blade

When you summon your pact weapon, it materializes for one minute, after which it disappears. Summoning it requires a bonus action, and you take necrotic damage equal to your warlock level when you do so. This damage can't be reduced in any way. When you attack with your pact weapon, you can use your Charisma modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.

Sanguine Recovery

Prerequisites: 5th level, Blood Magic (Haemomancy Initiate feat, Essence Manipulation Haemomancy wizard feature, or Blood Sacrifice Bloodlust Patron warlock feature)

When you use a Blood Magic feature that spends your Hit Dice, you gain temporary hit points equal to the number of spent Hit Dice + your Charisma modifier.

Eldritch Blood

Prerequisites: 9th level, Blood Magic (Haemomancy Initiate feat, Essence Manipulation Haemomancy wizard feature, or Blood Sacrifice Bloodlust Patron warlock feature)

When you use a Blood Magic feature that spends your Hit Dice, you spend one less Hit Die (to a minimum of 1).

Feats

Not all have the force of will to dedicate themselves to a craft that will surely kill them. Some, however, dare to dip their toes in the forbidden waters, gaining immense power in return. This single feat allows spellcasters to scratch the surface of blood magic, potentially offering them great utility in return for their life force.

Haemomancy Initiate

Prerequisite: Spellcasting feature

You have dabbled in the forbidden lore, searching through ancient tomes of haemomancy. You can use an action to spend a number of your Hit Dice, roll them, and take necrotic damage equal to the rolled amount. This damage can't be reduced in any way. You regain one spell slot of a level equal to the amount of Hit Dice you spent. You can regain spell slots no higher in level than 5th.

























Haemomancy Spells

The most vile, despicable sorcery lies in wait in this section. Use at your own risk, and beware of the Silverblades.

Cantrips

Searing Blood

Necromancy cantrip


  • Casting Time: 1 action
  • Range: Self (15 foot cone)
  • Components: V, S
  • Duration: Instantaneous

You slice open your palm, sending a wave of searing blood over a 15 foot cone in front of you. You take 1d6 slashing damage which cannot be reduced in any way, and each creature within range must succeed on a Dexterity saving throw or take fire damage equal to twice that.

The spell's damage increases by another 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Classes: Warlock

Sense Vitality

Divination cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a drop of blood)
  • Duration: Instantaneous

You inspect and taste the blood used in the casting of the spell. If the blood is less than an hour old, you learn the direction of the creature that bled it. You also learn the rough distance to the creature; feet, yards, miles, or unknown (if the creature no longer exists on this plane).

Classes: Artificer, Druid, Ranger, Wizard

1st Level

Boiling Blood

1st-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a pinch of ash)
  • Duration: Concentration, up to 1 minute

You attempt to bring a creature's blood to boil. Target creature within range must make a Constitution saving throw. If it fails, it takes 1d8 fire damage at the start of each of its turns until the spell ends. Creatures without blood are unaffected by this spell.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 1st.

Classes: Cleric, Warlock, Wizard

Seizing Malediction

1st-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You attempt to seize control of a creature's blood. Target medium or smaller creature within range must succeed on a Wisdom saving throw or be restrained until the spell ends. When a creature provokes an attack of opportunity from the target, you can use your reaction to force the target to make the attack. You choose which weapon the target uses if it has multiple options. Secondary effects from the attack, such as saving throws to avoid being knocked prone, do not occur.

The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Creatures without blood are unaffected by this spell.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the target becomes paralyzed instead of restrained. You can still use your reaction to make attacks of opportunity on behalf of the target.

Classes: Artificer, Warlock, Wizard

2nd Level

Flay

2nd-level necromancy


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a thin leather strip)
  • Duration: Instantaneous

You attempt to cause excruciating wounds to form on a creature within range. The target must make a Constitution saving throw. On a failed save, the target takes 3d10 necrotic damage and has disadvantage on saving throws made to maintain concentration on spells until it finishes a long rest or receives any amount of magical healing. On a successful save, the creature takes half damage, and suffers no other effects.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for every slot level above 2nd.

Classes: Druid, Ranger, Warlock, Wizard

Retrace Life

2nd-level divination (ritual)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a drop of blood and a copper chalice or bowl)
  • Duration: Instantaneous

You divine the circumstances of the blood used in the casting of the spell. If the blood is less than 24 hours old, you instantly gain knowledge of up to two facts of your choice about any of the following subjects as they relate to the creature that bled it:

  • The creature's type(s)
  • If the creature's maximum hit points is higher, lower, or similar to yours
  • If the creature's Strength is higher, lower, or similar to yours
  • If the creature's Dexterity is higher, lower, or similar to yours
  • If the creature's Constitution is higher, lower, or similar to yours
  • The direction of the creature relative to your position (if it is on the same plane), and a rough distance to it; feet, yards, or miles.
  • The age of the blood and the creature (if applicable)
  • A vague description of the last event that occurred before the blood was spilled

You can cast this spell at a higher level by expending Hit Dice from your pool, even if you are ritual casting the spell, and without expending a spell slot of a higher level. Roll a number of your Hit Dice. You take necrotic damage equal to the total, which can't be reduced in any way. For each Hit Die you spent, the spell's level increases by one.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you may select up to one additional option from the list of options for every slot level above 2nd.

Classes: Artificer, Druid, Warlock, Wizard

Rupture

2nd-level necromancy


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a broken toy)
  • Duration: 1 minute

You attempt to rupture the organs of a creature within range. The target must make a Constitution saving throw. On a failed save, the target has disadvantage on Strength and Dexterity ability checks and attack rolls until the spell ends, and it takes 1d6 necrotic damage whenever it takes an action or reaction. If the target receives any amount of magical healing, the spell ends for it. A creature affected by this spell may repeat the saving throw at the end of each of its turns. On a successful save, the spell ends for it.

Creatures without blood are unaffected by this spell.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for every slot level above 2nd.

Classes: Artificer, Druid, Ranger, Warlock, Wizard

3rd Level

Sanguine Animation

3rd-level necromancy


  • Casting Time: 1 reaction, which you take when a creature within range is reduced to 0 hit points
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute

You animate the fleeting life force in the target. The target does not fall prone. Until the spell ends or the target dies, it takes its turn as normal, and it can still take reactions. It still rolls death saving throws as normal, and damage still causes it to automatically fail death saving throws. Creatures without blood are unaffected by this spell.

Classes: Artificer, Cleric, Wizard

Vital Bond

3rd-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a red string drenched in blood)
  • Duration: 1 minute

You bond together the life force of a number of creatures within range. Choose a number of willing creatures equal to or less than your spellcasting ability modifier. Until the spell ends, any creature affected by this spell may use its bonus action to take any amount of necrotic damage (up to its current hit points) and heal a creature affected by this spell for the same amount. This damage cannot be reduced in any way.

Classes: Druid, Warlock

Curse of Immolation

3rd-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

You curse the blood of a creature and all that it touches. The target must succeed on a Constitution saving throw or take 4d8 necrotic damage. Creatures without blood are unaffected by this damage. If this damage reduces the target to 0 hit points, its blood bursts from its wounds in a 15 feet radius. Each creature within this area must succeed on a Dexterity saving throw or take 4d8 necrotic damage. If a creature succeeds on its saving throw, it takes half damage and suffers no other effects.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage dealt to the initial target increases by 2d8 for each slot level above 3rd.

Classes: Warlock, Wizard

5th Level

Feast of Fear

5th-level transmutation


  • Casting Time: 1 action
  • Range: Self, 30-foot radius
  • Components: V, S, M (a dull knife edge)
  • Duration: Concentration, up to 1 minute

You surround yourself in waves of blood, creating an aura of death and despair out to a distance of 30 feet for the duration. You take 4d8 necrotic damage, which can't be reduced in any way. When you cast this spell, designate a number of creatures within range that you can see and that can see you. Each target must succeed on a Wisdom saving throw or be frightened of you for the duration. When a creature is frightened by this spell, it takes 4d8 necrotic damage, and you regain hit points equal to the damage dealt.

Until the spell ends, you can use your action to choose one creature to make the saving throw again, causing it to be frightened on a failed save. You cannot target a creature that is already frightened of you in this way.

While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage dealt to you and each creature frightened by the spell increases by 1d8 for each slot level above 4th.

Classes: Warlock, Wizard

Profane Ritual

5th-level necromancy


  • Casting Time: 10 minutes
  • Range: 30 feet
  • Components: V, S, M (a copper bowl, and 100 gp worth of incense and exotic spices, which the spell consumes)
  • Duration: Instantaneous (see below)

You invite a number of willing creatures within range to partake in an unholy ritual, which must include yourself. Each of these targets must remain in the area for the duration of the casting, and they must willingly provide and consume blood from the bowl. Each target takes 5d8 necrotic damage, which can't be reduced in any way, and gain a number of temporary hit points equal to the damage taken. The target loses any remaining temporary hit points when it finishes a short or long rest. Additionally, a target gains the following benefits until it completes a short or long rest:

  • Resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered
  • Resistance to one of acid, cold, fire, lightning, necrotic, or radiant damage (your choice)

Classes: Artificer, Warlock, Wizard

The Forbidden Tome of Haemomancy

This ancient tome comes with a number of character options for players interested in blood magic, ranging from subclasses to spells and feats. Explore the boundary between life and death; become a hunter of the accursed or a wielder of forbidden magic.

This work was created for players in my upcoming campaign, to better connect with and explore the world they are about to enter. For more character options that relate to this new world, see my Ethereal Compendium

Credits

Cover Art: sagasketchbook


Pages 1 & 2: Sergey Vasnev


Page 3: Conor Burke


Page 4: David Iglesias Martinez


Page 5: wraithdt


Page 6: mamaru


Page 7: sagasketchbook


Page 8: Bryan Syme


Additional credit goes out to r/UnearthedArcana and their users, from whom I have gathered much inspiration.

 

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