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# School of Hemomancy Blood is the currency of life. This believe is held by many who practice hemomancy. Also known as blood magic, hemomancy is a sort of fusion between the schools of necromancy and transmutation. It is considered by many to be immoral and unethical, for it is a magic that excels in the art of pain, death, and control. However, hemomancy also has the power to do great good in the right hands. ### Bloodwell *2nd-level School of Hemomancy feature* You gain the ability to store the vitality of others in your bloodwell. You may roll on the Bloodwell Appearance table to randomly determine the appearance of your bloodwell, choose from the table, or choose your own. Your bloodwell can store a maximum number of charges equal to your wizard level. Whenever a creature within 60 feet of you takes damage, provided it has blood (or a substance with a similar purpose to blood), you can use your reaction to magically rip some blood from it, adding it to your bloodwell. When doing this, every 8 points of damage allows you to add 1 charge to your bloodwell, however as long as a creature takes at least 1 damage you can add 1 charge to your bloodwell. You may expend charges from your bloodwell to preform a number of bloodwell actions, listed below: **Transfer Vitality:** As an action, you expend a number of charges and restore twice that many hitpoints to any creature within 10 feet. **Replenish Magic:** As an action, you choose an expended spellslot of 5th level or lower. You recover that spellslot by expending a number of charges equal to twice its level. ### Bloodwell Appearance | d6 | Appearance | |:---:|:-----------:| | 1 | An ornate glass vial. | | 2 | An ornate chalice. | | 3 | An amulet. | | 4 | A free floating mass of blood. | | 5 | A blood red stone. | | 6 | A censer. | \columnbreak
### Crimson Surge *6th-level School of Hemomancy feature* You learn to empower your magic with energy from your bloodwell. When you cast a spell that deals damage you can expend charges from your bloodwell. You roll 1d4 for every 2 charges expended, and deal that much necrotic damage to the target of the spell. If the spell effects multiple creatures, spread the damage between them as evenly as possible. Spells empowered by this feature deal a minimum of 1 damage to effected creatures. When using your reaction to a creature taking damage to add charges to your bloodwell, you may not count this necrotic damage. ### Mold the Flesh *6th-level School of Hemomancy feature* Your ability to manipulate the life energy present in blood allows you to manipulate your own body as well. You gain the following benefits: * You are immune to disease. * You can expend 1 charge from your bloodwell to cast alter self without verbal or somatic components and without expending a spell slot. \pagebreak
### Tides of Red *10th-level School of Hemomancy feature* Your study of hemomancy has allowed you to further manipulate blood, turning it into an even more destructive force. When a creature you can see within 60 feet of you, is reduced to 0 hitpoints, provided it has blood (or a substance with a similar purpose to blood), you can use your reaction and expend 1 charge from your bloodwell to cause a violent chain reaction within the creature's blood which results in it erupting from the creature's body. All creatures within 10 feet of it must make a Dexterity saving throw against your spell save DC. A creature takes 2d8 necrotic damage on a failed save, or half as much on a successful one. When you reach 14th level, you no longer need to use your reaction to trigger this feature. When using your reaction to a creature taking damage to add charges to your bloodwell, you may not count this necrotic damage. ### Sanguine Form *14th-level School of Hemomancy feature* Your mastery of hemomancy allows you to freely manipulate the energy of your own blood, giving you access to its defensive and healing properties. You regain 1d4 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the missing part regrows and returns to full functionality after 1d4 + 1 days. You may also expend 6 charges from your bloodwell to immediately regrow a lost body part, which instantly returns it to full functionality. Additionally, you can survive normally fatal blows. When you are dropped to 0 hitpoints, you can expend 8 charges from your bloodwell to drop to 1 hitpoint instead. After using this feature to drop to 1 hitpoint instead of 0, you must complete a long rest before you do so again. \columnbreak > ##### Credits > Created by Xetoe. > ___ >
> > **Art:** > ___ >
> > * ["Bloodlord Vladimir Fanart"](https://cdna.artstation.com/p/assets/images/images/038/500/790/large/edcel-mendoza-bloodlord-vlx-final-final.jpg?1623258910) by Edcel Mendoza > ___ >
> > **Page Layouts:** From [watercolors.giantsoup.com](https://watercolors.giantsoup.com/) \pagebreak
### Hemomancy Homebrew Spells #### Sanguine Bead *1st level necromancy* ___ - **Casting Time:** 1 Action - **Range:** Self (60-foot-line) - **Components:** V, S, M (a drop of blood) - **Duration:** Instantaneous ___ You infuse a drop of blood with necrotic energies and hurl it forward in a 60 foot long 5 foot wide line. Each creature in the line, in order of closest to you to furthest from you, must make a Dexterity saving throw. On a failed save a creature takes 1d6 necrotic damage, and the droplet absorbs some of their vitality causing each subsequent creature who takes damage from this casting of sanguine bead to take an additional 1d6 necrotic damage. On a failed save a creature takes half damage and the droplet does not absorb their vitality. **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the starting damage increases by 1d6 for each slot level above 1st. #### Visceral Rupture *2nd level necromancy* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (A dagger) - **Duration:** 1 minute ___ You focus your magic on the blood of a creature you can see within range. The creature feels a intense stabbing pain and must make a Constitution saving throw. On a failed save, the creature begins to suffer internal bleeding for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. If a creature is affected by this spell at the end of their turn, they take 2d4 necrotic damage. If you target a creature without blood or a bodily fluid with a similar function, the spell fails. **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd. \columnbreak #### Hemorrhagic Eruption *3rd level transmutation* ___ - **Casting Time:** 1 Action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous ___ You tug on the blood of a creature you can see within range. The creature must make a Constitution saving throw. On a failed save, the creature takes 6d8 necrotic damage, or half as much as a successful save. The necrotic energy of the spell causes the target's blood to erupt outwards in a 20 foot radius sphere. Every creature within this sphere except the original target of the spell must make a Dexterity saving throw or take half the necrotic damage the original target took. If you target a creature without blood or a bodily fluid with a similar function, the spell fails. **At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. #### Life Rip *4th level necromancy* ___ - **Casting Time:** 1 Action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous ___ You attempt to tear the vitality from a creature you can see within range. The target must make a Constitution saving throw. On a successful save the target takes 4d8 necrotic damage. On a failed save, it takes 8d8 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. This spell has no effect on undead or constructs. **At Higher Levels.** When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.