\pagebreakNum
## Items
#### Bleeding Armor
*Armor (Plate), very rare (requires attunement)*
When you take damage while wearing this armor, increase your AC by an amount equal to your Constitution modifier until the start of your next turn.
#### Blood Gem
*Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a hemomancer)*
You can use the gem as a spellcasting focus for your spells while wearing or holding it, and you gain a bonus to spell attack rolls of your hemomancy spells. The bonus is determined by the gem's rarity.
In addition, the gem has a number of charges determined by the gem's rarity. When you cast a hemomancy spell, you can expend a number of charges equal to the spell's level instead of hit dice. As an action you can spend any number of hit dice. The gem regains a number of charges equal to the hit dice spent.
#### Caduceus
*Wand, rare (requires attunement)*
While holding this wand, as an action you can target a creature within 60 feet of you. Spend 1 hit die and roll it. The target creature either regains hit points equal to the result, or takes necrotic damage equal to twice the result.
#### Crimson Lash
*Weapon (whip), uncommon (requires attunement)*
As part of the attack action, you can spend 1 hit die, make a melee weapon attack against a creature within 30 feet of you. On a hit, you can choose to knock the target prone or pull them 10 feet towards you.
#### Crystal Heart
*Wondrous item, legendary (requires attunement)*
This bright red gem has 10 charges. When you cast a hemomancy spell, you can expend a number of charges equal to the spell's level instead of hit dice. As an action you can spend any number of hit dice. The heart regains a number of charges equal to the hit dice spent.
#### Dainsleif
*Weapon (greatsword), legendary (requires attunement)*
When you hit a creature with this weapon, you can spend 1 hit die, roll it, and add the result to the attack roll. You make this choice after you see the roll, but before the DM says whether the Attack hits or misses. In addition, deal additional necrotic damage equal to twice the result and you regain hit points equal to the necrotic damage dealt.
\columnbreak
#### Dripping Boots
*Boots, uncommon*
While wearing these boots, you can roll a d4 in place of the normal damage of your unarmed strike. As a bonus action, spend 1 hit die to move up to 10 feet and make an unarmed strike.
#### Dynamo Armor
*Armor (plate), legendary (requires attunement)*
While wearing this armor, when you are reduced to 0 hit points but not killed outright, you can spend 1 hit die to remain at 1 hit point instead.
#### Eternal Gown
*Wondrous item, legendary (Requires attunement)*
While wearing this gown, whenever a creature within 30 feet of you takes bludgeoning, piercing, or slashing damage, gain temporary hit points equal to the damage it took.
#### Execution Axe
*Weapon (battleaxe), rare (requires attunement)*
When you hit a creature with this weapon, you can spend 1 hit die, roll it, and add twice the result to the damage dealt.
#### Flesh Bow
*Shortbow or longbow, uncommon (requires attunement)*
When you make an attack with this bow, you can take 1 necrotic damage instead of consuming an ammunition.
#### Flowing Blade
*Weapon (longsword), very rare (requires attunement)*
When you hit a creature with this weapon, it regains 1 charge (max 3). When you end your turn without hitting a creature with this weapon, it loses 1 charge. This magic weapon deals an extra 1d6 necrotic damage for each charge it has.
#### Flowing Dress
*Wondrous item, robe, very rare (requires attunement)*
While attuned to these deep crimson robes, when you expend hit dice to cast a Hemomancy spell, gain temporary hit points equal to the result of the hit dice. These temporary hit points last 1 hour.
#### Gamma Blade
*Weapon (longsword), rare (requires attunement)*
When you make an attack with this weapon, you can spend 1 hit die, roll it, and add the result to the attack roll and damage dealt. You make this choice after you see the roll, but before the DM says whether the Attack hits or misses.
\pagebreakNum
#### Hand of Fate
*Wondtrous item, very rare (requires attunement)*
A bronze gauntlet that weaves threads of fate from blood. While wearing it, as a reaction to a creature within 60 feet of you makes an Attack roll, ability check, or saving throw, can spend 1 hit die, roll it and add or remove the result to the attack roll, ability check, or saving throw. You make this choice after you see the roll, but before the DM says whether the Attack hits or misses, the ability check passes, or the saving throw succeeds.
#### Pelt of Gevaudan
*Wondrous item, very rare (requires attunement)*
Each time you take damage or hit a creature with a weapon attack, gain 1 fury point. You deal extra bludgeoning, piercing, and slashing damage equal to the number of fury points you have. Reduce your AC by an amount equal to the number of fury points you have. At the end of your turn, lose 1 fury point.
**Curse** This pelt is cursed with the spirit of the gevaudan, and becoming attuned to it extends its curse to you. As long as you remain cursed, you are unwilling to part with the pelt, keeping it within reach at all times. You also have disadvantage on attack rolls while not wearing the pelt, unless no foe is within 60 feet of you that you can see or hear.
#### Pipette Lance
*Weapon (pike), rare (requires attunement)*
When you hit a creature with this weapon, you can spend 1 hit die, roll it, and deal additional necrotic damage equal to the result and you regain hit points equal to half the necrotic damage dealt.
#### Potion of Eternal Life
*Potion, legendary*
When you drink this potion, you cannot die for 24 hours. In addition, regain 1 hit points at the start of your turn.
#### Vein seeker
*Weapon (any blade), rare (requires attunement)*
Attacks made with this magic weapon have advantage against any creature with less than half its hit points maximum rounded up.
#### Vile Chalice
*Wondrous item, very rare*
This chalice has 10 charges. As an action, you can drink from the cup, expend any number of charges to regain 1d10 hit points for each charge spent. When a creature dies within 30ft of the Vile Chalice, its blood magically flows into the chalice and it gains 1 charge (max 10).
#### Voracious Ruby
*Wondrous item, legendary (requires attunement)*
This deep crimson gem has 8 charges. When you cast a hemomancy spell, you can expend any number of charges to upcast the spell for each charge spent.
**Curse.** At the start of your turn, while this diamond has 7 charges or less, reduce your max hit points by 10, it regains 1 charge. This reduction lasts until you finish a long rest.
\columnbreak
## Artifacts
#### Book of Fate
*Wondrous item, artifact (Requires attunement)*
Mortem, the god of fate death, sowed the threads of fate into endless pages, and held them within this book of Onyx. The entirety of history, the expansive present, and the countless possible futures shall be made available to whomever reads from this artifact.
The pages magically inscribe every form of blood magic within its pages. Using the divine spark within the artifact, the strands of fate binding the world are yours to tug, pull, and weave. Should Mortem ever will it, his fragment will be returned to him, and the book shall crumble to dust.
***Random Properties.** The Book of Fate has the following random properties:*
* 2 minor beneficial properties
* 1 major beneficial property
**Blood Records.** You can use this book as a spellbook, containing all hemomancy spells currently in existence. If a new hemomancy spell would come into existence, it will be magically recorded in this book.
**Guide Fate.** While holding the book, you can redirect the flow of fate. As a reaction to a creature within 60 feet of you making an attack roll, ability check, or a saving throw, after it rolls the die, but before the outcome is determined, increase or decrease the result by 1d6.
**Witness Time.** The book has 7 charges and regain 1d4+3 expended charges daily at dawn. You can spend 1 charge to vocally request the book to reveal a specific vision of the past, present, or possible future. You choose which creatures within 60 feet of you can see the vision.
#### Tyrant’s Crown
*Wondrous item, artifact (Requires attunement)*
The first blood queen captured the vitality of 8 ancient red dragons into a crystal crown, itself crafted from 8 Voracious Rubies. The overwhelming arcane potency of the dragons empowered any spell cast by the wearer to its highest level. The crown held such latent power that it could command the weave itself. Should the crown ever be struck by a dragon slayer weapon, it will break into 8 Voracious Rubies once again.
***Random Properties.** The Tyrant's Crown has the following random properties:*
* 1 minor beneficial property
* 1 major beneficial property
* 2 minor detrimental properties
**Maximized Magic.** This crown has 8 charges. While wearing this crown, when you cast a spell of 1st level or higher, you can spend 1 charge to upcast it to 9th level. This crown regains 1d4+1 charges at dawn.
**Magic Resistance.** While wearing this crown, you have advantage on saving throws against spells and other magical effects. In addition, you have resistance to damage from spells.
**Arcane Authority** While wearing this crown, you can cast counterspell and dispel magic at will as 3rd-level spells, without spending a spell slot.
\pagebreakNum
# Deities
## Anima, The Blood Mother
## Neutral Good
## Goddess of Life Blood
At the time the gods were creating life, many deities offered something to be added in. It was Anima who gifted blood, the red liquid that would serve as the strings binding a creature's body together, and to distribute nutrients and oxygen throughout it.
From Anima, the gods of martyrs, renewal, and immortality were born, and probogated by their mother's blood. Over time they were corrupted into the gods of bloodshed, fated death, and vampirism. Anima's love for her children had been abused, as each child's existence would be a plague on all life, leeching off their mother's blood.
Anima holds domain over the life giving aspects of blood. She is a matron of medicine, healing, and fertility. She is prayed to for healthy births, strong constitutions, and safety for the sick and dying.
Great Red Slime by Chaehyeon Ra on Artstation
\pagebreakNum
## Bellum, The Asura
## Neutral Evil
## God of Wounds
When the first wound was made from one creature to another, Bellum was born and fed off the blood dripping from the gash. Predators would feed on animals, and hunters would slay prey, but nothing fed Bellum more than the feast of wounds that wars bring him.
Warriors would pray to Bellum for both favor and mercy. He would bless soldiers with weapons that left deep wounds. Should an acclaimed warrior be struck by many wounds, the mercy of Bellum will allow them to coagulate and spare their life. Battle scars are adorned like badges of honor to display they are loved by the god of bloodshed.
Born a god of martyrs, he could have become a caring deity who bore the burdens of others. Through endless wars and bloodshed, Bellum would be corrupted into a god of war who scarred and bled dry whoever he wished.
Ruiner of Eden from Shadowverse
Shadowverse is Developed and Published by Cygames
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## Mortem, The Moirai
## Lawful Evil
## God of Lifespans
The first creatures died randomly, and in utter chaos. The dry blood from their corpses would form into Mortem. She took the blood of the living, and weaved it into thread, measured their lifespans, and severed them at their time of death. Through these acts, Mortem would claim dominion of the fate of the living.
The only prayers Mortem recieves are for the mercy of a long life, or the brevity of an another's. Mortem ignores nearly all these prayers, reluctant to alter his intricate web of life. Creatures are only granted Mortem's favor in exchange for bringing death to those that have escaped their eternal rest. Be it divine resurrection or necromantic rites, Mortem seeks to reclaim all that escape their fates.
Born a god of renewal, he could have become a patient deity who brought peace to the decaying so that their corpses could bring forth new life. Through countless murders and assassinations, Mortem would be corrupted into a god of death who ruled over the life-spans of everything like a tyrant.
Malachai by OnkelJoe on Deviantart
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## Sitim, The Rebis
## Chaotic Evil
## God of Vampires
The first vampire was brought out by the fear of death. Through originally a pure wish, was corrupted into an existence of desperation and hunger. For the life of one to be sustained indefinitely, it must consume the energy of another. This hunger would become a disease that spread across the land, turning a thriving ecosystem into a den of starving beasts lunging at each other's throat. And from every drop of blood drained, Sitim would be fed.
Vampires and those wishing to become vampires pray to Sitim to share his power. Often the god grants favor in the form of an all consuming hunger that drives the blessed to ignore pain and sorrows and dive into a primal thirst, giving them super human might drawn from their deepest reserves. Champions of Sitim are known for their depravity and merciless behavior, acting more like animals that noblemen. As such the patron deity of vampires is also seen as their enemy, the embodiment of hunger they seek to drive away.
Born a god of immortality, it could have become a gentle deity who would offer an escape from war and death. Fearing their own demise, the brothers Bellum and Mortem corrupted their younger sibling into an existence that thrived on the stolen life force of others, ensuring the propogation of all three children. Now Sitim is a lazy deity, who grants vampirism to whoever catches its eye, leeching off every drop drained by his children.
Demon. by Maxim19882 on Deviantart
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___
> ## The Beast of Gevaudan
>*Large beast, unaligned*
> ___
> - **Armor Class** 20 (natural armor)
> - **Hit Points** 113 (15d10+30)
> - **Speed** 50 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|19 (+4)|16 (+3)|15 (+2)|3 (-4)|14 (+2)|8 (-1)|
>___
> - **Skills** Perception+6, Stealth+7
> - **Senses** Passive Perception 14
> - **Languages** —
> - **Challenge** 9 (5000 XP)
> ___
>
> ***Blood Frenzy.*** The gevaudan has advantage on melee attack rolls against any creature that doesn't have all its hit points.
>
> ***Keen Hearing and Smell.*** The gevaudan has advantage on Wisdom (Perception) checks that rely on hearing or smell.
>
> ***Fury.*** When gevaudan takes damage or hits a creature, it gains 1 fury point. The gevaudan deals extra bludgeoning, piercing, and slashing damage equal to the number of fury points it has. Its AC is reduced by an amount equal to the number of fury points it has. At the end of the gevaudan's turn, it loses 1 fury point.
>
> ### Bonus Actions
>
> ***Rampage.*** When the gevaudan reduces a creature to 0 hit points with a bite attack on its turn, the gevaudan can take a bonus action to move up to half its speed and make a bite attack.
>
> ### Actions
>
> ***Bite.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) piercing damage.
>
> ***Claws.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) slashing.
If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
>
> ### Reactions
>
> ***Unbridled Fury.*** In response to being hit by a melee attack, the gevaudan can make one claws attack with advantage against the attacker.
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___
___
> ## Crimson King
>*Gargantuan Fey, Chaotic Evil*
> ___
> - **Armor Class** 18 (natural armor)
> - **Hit Points** 263 (21d12+126)
> - **Speed** 40 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|23 (+6)|9 (-1)|23 (+6)|20 (+5)|20 (+5)|25 (+7)|
>___
> - **Saving Throws** Con +13, Wis +12, Cha +14
> - **Skills** Deception +14, Insight +12, Intimidation +14, Persuasion +14
> - **Damage Resistances** Bludgeoning, Piercing, and Slashing from nonmagical attacks
> - **Damage Immunities** Acid, Necrotic, Poison
> - **Condition Immunities** Charmed, Exhaustion, Frightened, Poisoned
> - **Senses** Passive Perception 22
> - **Languages** All, telepathy 120 ft.
> - **Challenge** 21 (1800 XP)
> ___
>
> ***Crimson Court.*** When the crimson king takes 10 or more damage, it creates any combination of blood soldiers within 10 feet of it depending on the amount of damage it takes. A crimson pawn is worth 10 damage, a crimson rook is worth 20 damage, a crimson knight is worth 30 damage, a crimson bishop is worth 40 damage, and a crimson queen is worth 50 damage.
>
> ***Magic Reistance*** The crimson king has advantage on saving throws against spells and other magical effects.
>
> ***Vial Chalice.*** The crimson king is holding a golden chalice containing blood with 10 charges in it. When a creature dies within 60 feet of the crimson king the chalice regains 1 charge.
>
> ### Actions
>
> ***High Blood Magic (Recharge 5-6)*** The crimson king uses crimson slash or crimson lance.
>
> ***Crimson Slash.*** The crimson king swings a blood blade in a 30-foot cone. Each creature in that cone must make a DC 21 Dexterity saving throw, taking 55 (10d10)
>
> ***Crimson Lance.*** The crimson king hurls a blood lance in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 55 (10d10) piercing damage on a failed save, or half as much damage on a successful one.
>
> ***Blood Javelin.*** *Ranged Spell Attack:* +16 to hit, range 180 ft., one target. *Hit:* 27 (6d6 + 6) piercing damage.
>
> ***Thorn Burst*** Blood spikes burst from the ground around the crimson king. Each creature within 20 feet of the crimson king must make a DC 21 Dexterity saving throw, taking 21 (6d6) piercing damage on a failed save, or half as much on a success.
>
> ***Drink From Chalice.*** The crimson king drinks from his golden cup filled with blood. Spend all the charges the vial chalice has. The crimson king regains 1d10 hit points for each charge spent. Recharge the crimson lance or crimson slash attack.
\pagebreakNum
___
> ## Crimson Queen
>*Huge Construct, Neutral*
> ___
> - **Armor Class** 14 (natural armor)
> - **Hit Points** 53 (7d10+14)
> - **Speed** 40 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|10 (+0)|14 (+2)|5 (-3)|10 (+0)|8 (-1)|
>___
> - **Damage Resistances** Acid, Necrotic
> - **Damage Immunities** Poison
> - **Condition Immunities** Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Poisoned
> - **Senses** Passive Perception 10
> - **Languages** —
> - **Challenge** 5 (1800 XP)
> ___
>
> ***Blood Frenzy.*** The crimson queen has advantage on melee attack rolls against any creature that doesn't have all its hit points.
>
> ### Actions
>
> ***Blood Greataxe.*** *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 23 (3d12 + 4) piercing damage.
___
> ## Crimson Bishop
>*Medium Construct, Neutral*
> ___
> - **Armor Class** 11 (natural armor)
> - **Hit Points** 21 (6d6)
> - **Speed** 0 ft., fly 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|10 (+0)|12 (+1)|10 (+0)|5 (-3)|10 (+18)|8 (-1)|
>___
> - **Damage Resistances** Acid, Necrotic
> - **Damage Immunities** Poison
> - **Condition Immunities** Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Poisoned
> - **Senses** Passive Perception 10
> - **Languages** —
> - **Challenge** 4 (1100 XP)
> ___
>
> ***Enduring Aura.*** If damage reduces an ally creature within 30 feet of the crimson bishop to 0 hit points, the creature can make a Constitution saving throw with a DC of half the damage taken. On a success, the creature drops to 1 hit point instead.
>
> ### Actions
>
> ***Give Life*** The crimson bishop takes 2d6 necrotic damage. One creature within 60 feet of the crimson bishop regains hit points equal to the necrotic damage taken.
>
> ***Take Life*** *Ranged Spell Attack:* +7 to hit, range 30 ft., one target. *Hit:* 7 (2d6) necrotic damage.
The crimson bishop regains hit points equal to the necrotic damage dealt.
\pagebreakNum
___
> ## Crimson Knight
>*Medium Construct, Neutral*
> ___
> - **Armor Class** 15 (natural armor)
> - **Hit Points** 22 (4d8+4)
> - **Speed** 50 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|14 (+2)|18 (+4)|12 (+1)|5 (-3)|10 (+0)|8 (-1)|
>___
> - **Damage Resistances** Acid, Necrotic
> - **Damage Immunities** Poison
> - **Condition Immunities** Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Poisoned
> - **Senses** Passive Perception 10
> - **Languages** —
> - **Challenge** 3 (700 XP)
> ___
>
> ***Far Sighted.*** The crimson knight has advantage on creatures beyond 100 feet from it.
>
> ### Actions
>
> ***Blood Lance (Melee).*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (1d12 + 2) piercing damage.
>
> ***Blood Lance (Ranged).*** *Ranged Weapon Attack:* +5 to hit, reach 180 ft., one target. *Hit:* 8 (1d12 + 2) piercing damage.
___
> ## Crimson Rook
>*Large Construct, Neutral*
> ___
> - **Armor Class** 16 (natural armor)
> - **Hit Points** 32 (3d12+12)
> - **Speed** 20 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|12 (+1)|14 (+2)|18 (+4)|5 (-3)|10 (+0)|8 (-1)|
>___
> - **Damage Resistances** Acid, Necrotic
> - **Damage Immunities** Poison
> - **Condition Immunities** Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Poisoned
> - **Senses** Passive Perception 10
> - **Languages** —
> - **Challenge** 2 (450 XP)
> ___
>
> ***Defender.*** Attacks made against an ally creature within 5 feet of the crimson rook have disadvantage.
>
> ### Actions
>
> ***Bite.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 10 (2d8 + 1) piercing damage.
>
> ***Whip Tail.*** *Melee Weapon Attack:* +4 to hit, reach 15 ft., one target. *Hit:* 7 (2d4 + 2) piercing damage.
\pagebreakNum
___
> ## Crimson Pawn
>*Small Construct, Neutral*
> ___
> - **Armor Class** 12 (natural armor)
> - **Hit Points** 7 (2d4+2)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|12 (+1)|12 (+1)|12 (+1)|5 (-3)|10 (+0)|8 (-1)|
>___
> - **Damage Resistances** Acid, Necrotic
> - **Damage Immunities** Poison
> - **Condition Immunities** Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Poisoned
> - **Senses** Passive Perception 10
> - **Languages** —
> - **Challenge** 1 (200 XP)
> ___
>
> ***Pack Tactics.*** The crimson pawn has advantage on an attack roll against a creature if at least one of the crimson pawn's allies is within 5 ft. of the creature and the ally isn't incapacitated.
>
> ### Actions
>
> ***Blood Javelin (Melee).*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6 + 1) piercing damage.
>
> ***Blood Javelin (Ranged).*** *Ranged Weapon Attack:* +3 to hit, reach 30/60 ft., one target. *Hit:* 4 (1d6 + 1) piercing damage.