Tome of Forbidden Knowledge 1.1

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Tome of Forbidden Knowledge

Blackguard

Blackguard
Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th
1st +2 Pain Revelry, Touch of Death
2nd +2 Dark Oath, Spellcasting, Dreadful Strike 2 2
3rd +2 Malign Sense 3 3
4th +2 Ability Score Improvement 3 3
5th +3 Dark Oath Feature 4 4 2
6th +3 Aura of Ill Luck 4 4 2
7th +3 Terrifying Command 5 4 3
8th +3 Ability Score Improvement 5 4 3
9th +4 6 4 3 2
10th +4 Dark Oath Feature 6 4 3 2
11th +4 Aura of Dread 7 4 3 3
12th +4 Ability Score Improvement 7 4 3 3
13th +5 8 4 3 3 1
14th +5 Dark Oath Feature 8 4 3 3 1
15th +5 Harpy Flight 9 4 3 3 2
16th +5 Ability Score Improvement 9 4 3 3 2
17th +6 10 4 3 3 3 1
18th +6 Dark Oath Feature 10 4 3 3 3 1
19th +6 Ability Score Improvement 11 4 3 3 3 2
20th +6 Dark Embodiment 11 4 3 3 3 2

Class Features

As a Blackguard, you gain the following abilities.

Hit Points



Hit Dice: 1d10
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per character level after 1st

Proficiencies



Armor: Light armor
Weapons: Simple Weapons
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Perception, Religion, Stealth

Pain Revelry

At 1st level, your dark magic reinvigorates you when you witness another creature harmed. Whenever you see a non allied creature that is neither an undead nor a construct take damage, you can use your reaction to gain temporary hit points equal to your intelligence modifier + your proficiency bonus.

Touch of Death

Your cursed touch can cause sickness and pain. You have a pool of dark power that replenishes when you take a long rest. With that pool, you can deal a total amount of damage equal to your Blackguard level x 5.

As an action, you can touch a creature and draw power from the pool to deal damage to that creature. Make a melee spell attack against that creature and expend a number of power points equal to or less than five times your proficiency bonus, on a hit that target takes that much necrotic damage and the points are lost, on a miss the points are lost and the creature takes no damage. Additionally if an undead creature is targeted by this feature it instead gains hit points equal to the expended points.

Alternatively, you can expend 5 power points from your pool of power and touch a creature inflicting a condition on it until the start of your next turn, when you inflict a condition you may choose from; Blinded, Deafened, Frightened, or Poisoned.

This feature has no effect on constructs.

Dark Oath

When you reach 2nd level, you choose a dark path to travel down deepening your understanding of specific vile schools of magic. Your choice grants you features at 2nd level and again at 5th, 10th, 14th, and 18th level.

Oath Spells

Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day.

If you gain an oath spell that doesn't appear on the blackguard spell list, the spell is nonetheless a blackguard spell for you.

Spellcasting

By 2nd level your vile arcane research has given you facility with spells.

Spell Slots

The blackguard table shows how many spell slots you have to cast your blackguard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Cause Fear and have a 1st-level and a 2nd-level spell slot available, you can cast Cause Fear using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the blackguard spell list.

The Spells Known column of the blackguard table shows when you learn more blackguard spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the blackguard spells you know and replace it with another spell from the blackguard spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your blackguard spells, since your magic draws on your vile research. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a blackguard spell you cast and when making an attack roll with one.


Spell save DC = 8 + your proficiency bonus + your

Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier


Dreadful Strike

Starting at 2nd level, you have learned how imbue your attacks with your fierce spit for your enemies. When you hit a creature with an attack you may deal 2d8 poison, fire, or necrotic damage to the target, in addition to the attack's damage. The damage increases by 1d8 if the target is a celestial.

You can use this feature a number of times equal to your Intelligence modifier. When you finish a short or long rest, you regain all expended uses.

Malign Sense

Starting at 3rd level, the presence of strong evil registers on your Senses like fine wine upon your tongue, and powerful good rings smells of overpowering sickly sweetness. As an Action, you can open your awareness to detect such forces. Until the end of your next turn, you know the Location of any Celestial, fiend, or Undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.

You can use this feature a number of times equal to 1 + your Intelligence modifier. When you finish a Long Rest, you regain all expended uses.

Aura of Ill Luck

Starting at 6th level, whenever creatures of your choice within 10 feet of you must make a saving throw, the creature has a penalty to the saving throw equal to your proficiency bonus.

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

Terrifying command

As an action, you speak words that bring even the strongest to their knees in terror. Any creature of your choice within 60 feet of you that can hear you must succeed on a Charisma saving throw or become frightened of you for 1 minute.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that makes a successful saving throw is immune to your Terrifying Command for 24 hours.

You can use this action a number of times equal to your proficiency bonus, and regain all uses upon completing a long rest.

Aura of Dread

Starting at 10th level, creatures of your choice that start their turn within 10 feet of you must succeed on a Charisma saving throw or be frightened of you until the beginning of their next turn.

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

Harpy Flight

At 14th level, you grow a pair of demonic wings from your back, gaining a fly speed equal to your current movement speed. You can dismiss and create these wings as a bonus action on your turn, and they last until you dismiss them. You cannot manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing that isn't made to accommodate your wings might be destroyed when you manifest them.

Dark Embodiment

Once you reach 20th level you gain unnatural resilience to the effects of magic. You have advantage on saving throws against spells and other magical abilities.

In addition, you also have resistance to non-magical bludgeoning, slashing and piercing damage.

Dark Oaths

Deathbringer

Deathbringer blackguards are masters of martial talent turning their dark power to smite their enemies and the forces of good. These blackguards ferociously attack their enemies wielding the power of fear to sunder metal and flesh alike.

Bonus Proficiencies

When you choose this oath at 2nd level, you gain proficiency with medium armor, shields, and martial weapons.

Fighting Style

At 2nd level, your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different.

Oath Spells

Starting at 2nd level, you learn an additional spell when you reach certain levels in this class, as shown in the Oath Spells table. The spell counts as a Blackguard spell for you, but it doesn't count against the number of Blackguard spells you know.

Oath Spells
Blackguard level Spells
2 Wrathful Smite, Compelled Duel
5 branding smite, Earthbind
9 Haste, Phantom Steed
13 Freedom of Movement, Staggering Smite

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Helm Smasher

Starting at 10th level, when you make a critical hit against a creature with a melee attack you can sunder a nonmagical weapon, armor, or shield the creature is using. Sundering it's weapon or shield breaks the item. A piece of armor takes a permanent and cumulative penalty to the AC it offers equal to half your proficiency bonus. Armor reduced to an AC of 10 is destroyed.

Terrifying Critical

Starting at 14th level, your weapon attacks score a critical hit on a roll of 19 or 20. Additionally when you hit a creature with a critical attack the creature is frightened for a number of turns equal to your intelligence modifier.

Dreadknight

At 18th level, your dread power is unmatched, granting you an assortment of benefits.

  • You have advantage on any attack against a frightened creature.
  • Your AC increases by 1.
  • Whenever your pain revelry feature would activate you may instead heal for the same amount of hit points, you may use this feature a number of times per day equal to your intelligence modifier.

Necromancer

Necromancers are blackguards who have truly embraced the dark powers that come with raising and commanding the undead. These dark scholars use their power to raise the dead to feast upon and terrify the living.

Undead Minions

Beginning at 2nd level, you have learned of dark power that allows you to raise undead perfectly beholden to you. By spending a 10 minute ritual you can raise the remains of one or more small or medium humanoids into undead creatures under your control. You can maintain control over these minions indefinitely. You can have control over a number of creatures equal to half your proficiency bonus.

undead equal to your proficiency bonus at any time, and the combined CR of the undead you raise can never exceed 1/4 of your level minus 1 to a minimum of 1/2.

Commanding Minions

If you are conscious, you can mentally control all of your undead, without using any actions. If you are unconscious, your minions will move to protect your body from harm, but will not attack. In combat, your minions share your initiative count, but take their turns immediately after yours. All minions collectively share one reaction and bonus action, which a single minion can use each round. Minions use your spellcasting modifier to make their attacks.

Oath Spells

Starting at 2nd level, you learn an additional spell when you reach certain levels in this class, as shown in the Oath Spells table. The spell counts as a Blackguard spell for you, but it doesn't count against the number of Blackguard spells you know.

Oath Spells
Blackguard level Spells
2 Inflict Wounds, Ray of Sickness
5 Blindness/Deafness, Ray of Enfeeblment
9 Feign Death, Speak With Dead
13 Blight, Death Ward

Sealed Against Death

Beginning at 5th level, the time you've spent wielding negative energy has made itself a part of you. You have resistance to necrotic damage and your hit point maximum cannot be reduced. At 10th level, this feature extends to any undead under your control.

Resiliance of Undeath

At 10th level, undeath has been fully blended into your being. Whenever you would die you may instead drop to 1 hit point.

Once you use this ability, you can’t use it again until you finish a long rest.

One Foot in the Grave

At 14th level, unintelligent undead that are not under the control of anyone view you as neutral, as long as you have not taken any hostile action against them.

Necromantic Mastery

At 18th level, you have become a beacon of necromantic power and influence which grants you an assortment of benefits.

  • You gain an additional use of your resilience of undeath feature.
  • You gain immunity to necrotic and poison damage.
  • When an undead creature under your control would die you may use your reaction to let the creature make one final attack before it expires, you may use this feature a number of times per day equal to your intelligence modifier.

Shadowmancer

Sadowmancers are blackguards that use the dark magic of the Shadowfell to conjure dark shades of themselves. They weave dark magic of shadows into tools for their fel purposes.

Oath Spells
Blackguard level Spells
2 Unseen Servant, Dissonant Whispers
5 Darkness, Shadow Blade
9 Nondetection, Summon Shadowspawn
13 Fabricate, Shadow of Moil

Shadow Trance

At 2nd level you gain the ability of animate your shadow. As an action you may go into a trance imbuing your shadow with the power of the shadowfell, while in this trance your physical body is unconscious. Your animate shadow has your statistics, class features, shadowy duplicates of your equipment, and these additional features:

  • Resistance to Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks.
  • Immunity to Necrotic and Poison damage.
  • Vulnerability to Radiant damage.
  • While in sunlight, the shadow has disadvantage on Attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
  • The shadow shares hit points with the creature that summoned it.
  • While in dim light or darkness, the shadow can take the Hide action as a bonus action.
  • The shadow can never be more than 1 mile away from the person who summoned it.
  • The shadow cannot speak.

Phantom Eye

At 5th level, you can see in normal and magical darkness as if it were bright light.

Night Walk

From 10th level, when you are in dim light or darkness, you can use your bonus action to teleport to an unoccupied space you can see that is also in dim light or darkness within 60 feet of you. You then have advantage on your first attack you make before the end of the turn.

Blinding Fear

At 14th level, creatures that are frightened of you are also considered blinded as shadows obscure their vision.

Soul of Shadow

At 18th level, the dark material of the Shadowfell has become one with your soul, granting you an assortment of benefits.

  • You are immune to the Frightened, Grappled, Paralyzed, Poisoned, and Restrained conditions
  • The area within 10 feet of you is heavily obscured by magical darkness.

Sanguinist

Sanguinists are blackguards that have awoken to the deep power innate to blood. These blackguards use their powers to coax blood from the veins of friend and foe alike.

Shared Burden

At 2nd level, you can transfer some of the burden of your dark power onto others. When you would lose health from a spell you cast you may have a creature within 10 feet of you take a portion of the damage equal to your intelligence modifier.

Oath Spells
Blackguard level Spells
2 Blood Spike, Bleed
5 Crimson Blade, Blood Seal
9 Blood Sight, Maim
13 Damien's Twisted Puppet, Hemorrhage

Blood vigor

At 5th level, your blood is strengthened against spells, when you would take damage from a spell the damage is reduced by an amount equal to your intelligence modifier.


Drain Blood

At 10th level, whenever a creature would lose health from your touch of death feature you gain health equal to half the damage dealt.


Fearful Violence

Starting at 14th level, creatures afraid of you are incited to great violence. Any creature frightened by you must use the attack action on it's turn. If a creature is hit by an attack caused by this feature it must make a wisdom save or be frightened of you until the end of it's next turn.


Thicker than Water

Upon reaching 18th level, the blood that flows through your veins is empowered with arcane vigor that mends wounds and helps preserve your life, granting you an assortment of Benefits.

  • Whenever a spell or magical effect causes you to regain hit points, you regain an additional number of hit points equal to your proficiency bonus.

  • Whenever you cast a spell of 2nd level or higher you gain resistance to all damage except psychic until the start of your next turn.

  • As a bonus action you may regain a number of hit points equal to your intelligence modifier, you may use this feature a number of times per day equal to your intelligence modifier.

Curseweaver

Curseweavers are blackguards that tap into the dark magic that is used by hags, dispensing black curses with an evil laugh.

Extended Curse

At 2nd level, you gain the ability to place longer term curses upon creatures that spite you. Whenever you cast an oath spell you may extend the duration by a week, if you do the spell does not require concentration. You may have a number of spells extended in this way equal to half your proficiency bonus.

The time period the spell is extended by is improved to a month at 6th level, a year and a day at 12th level, and again at 18th level to permanent.

Oath Spells
Blackguard level Spells
2 Hex, Bane
5 Blindness/Deafness, Mind Spike
9 Bestow Curse, Enemies Abound
13 Polymorph, Hallucinatory Terrain

10th, 14th, 18th

Hag Curse

At 5th level, gain the ability to place a baleful curse. As a bonus action, choose one creature you can see within 30 feet of you, it is cursed with one of the following affects;

  • Verbosity. When asked a question the creature must make a charisma saving throw against your spell save DC on a failure it must answer the question. The creature also has disadvantage on charisma checks as it spouts every word that comes to mind.
  • Silence. The creature is affected as if by a personal silence spell.
  • Opulence. The creatures garments and equipment appear incredibly gaudy and expensive. When a creature starts its turn within 10 feet of the creature it must make a Wisdom saving throw against your spell save DC or be compelled to attempt to steal one of the creature's items. The creature makes a contested strength athletics check to wrest an object away from it ending the compulsion on itself on a success.
  • Disturbance. You can telepathically speak to the creature while the two of you are within the same plane of existence. You must speak in a language the creature knows in order to be understood. While communicating this way, you can have your voice sound like another person's, eerie whispers or distorted. The creature also has Disadvantage on Concentration Saving Throws.

It can use an action to attempt a Charisma saving throw against your spell save DC on its turn, ending the effect on a success. The curse ends early if you die or are incapacitated.

When the creature cursed by your Hag Curse dies, you can apply the remaining duration of the curse to a different creature you can see within 30 feet of you, provided you aren’t incapacitated.

You can’t use this feature again until you finish a short or long rest.

Intense Curse

At 10th level, whenever a creature would make a save to end a spell you cast on it you may use your reaction to impose disadvantage.

Cursed Bond

Starting at 14th level, when you take damage while you can see another creature within 30ft that is cursed by you, you may use your Reaction to reduce that damage by half. The creature then takes damage equal to the amount prevented.

Once you use this ability, you can’t use it again until you finish a long rest.

Master of Hexes

By 18th level, you’ve mastered the dark tradition of cursing those you despise, granting you an assortment of benefits.

  • When you cast a spell which forces a creature to make a saving throw to resist its effects, you can give one target of the spell disadvantage on its first saving throw against the spell.
  • Any creature cursed by you has its AC, damage, skill checks, attack rolls, and saving throws reduced by 1.

Blackguard Spells

* means the spell apears in the appendix

1st Level

  • Arms of Hadar
  • Bane
  • Blood Spike* sang
  • Burning Hands
  • Cause Fear
  • Command
  • Detect Evil and Good
  • Detect Magic
  • Dissonant Whispers
  • False Life
  • Frost Fingers
  • Hellish Rebuke
  • Hex
  • Ice Knife
  • Inflict Wounds
  • Mage Armor
  • Protection from Evil and Good
  • Ray of Sickness
  • Tasha's Caustic Brew
  • Tasha's Hideous Laughter
  • Witch Bolt

2nd Level

  • Aganazzar's Scorcher
  • Blindness/Deafness
  • Continual Flame
  • Cloud of Daggers
  • Crown of Madness
  • Darkness
  • Earthbind
  • Find Steed
  • Flame Blade
  • Hold Person
  • Invisibility
  • Mind Spike
  • Misty Step
  • Necromantic Burst*
  • Ray of Enfeeblement
  • Rime's Binding Ice
  • Sanguimantic Tracking* sang
  • Scorching Ray
  • Wither and Bloom

3rd Level

  • Animate Dead
  • Bestow Curse
  • Blood Shield* sang
  • Dispel Magic
  • Enemies Abound
  • Fear
  • Fireball
  • Hunger of Hadar
  • Incite Greed
  • Life Transference Sang
  • Lightning Bolt
  • Magic Circle
  • Slow
  • Speak With Dead
  • Summon Lesser Demons
  • Summon Shadowspawn
  • Summon Undead
  • Vampiric Touch

4th Level

  • Blight
  • Compulsion
  • Evard's Black Tentacles
  • Giant Insect
  • Ice Storm
  • Phantasmal Killer
  • Raulothim's Psychic Lance
  • Sickening Radiance
  • Summon Aberration
  • Summon Greater Demon
  • Vitriolic Sphere
  • Wall of Fire

5th Level

  • Cloudkill
  • Cone of Cold
  • Contagion
  • Danse Macabre
  • Dispel Evil and Good
  • Dominate Person
  • Enervation
  • Hold Monster
  • Immolation
  • Insect Plague
  • Negative Energy Flood
  • Rasie Dead
  • Planar Binding

Wizard: School of Sanguimancy

Wizards in the Forgotten Realms, in a fevered hunger to unlock arcane secrets of ancient empires, often follow untapped paths of the Weave. Blood mages learn to heighten their spellcraft through manipulating the Weave and uniting the power of blood and arcane might. Blood is life, though wizards that travel this path of magic view the sanguine fluid flowing through their veins as a wellspring of arcane power.

The School of Hemomancy studies the ancient arcane art of blood magic. As you select this tradition, you learn to manipulate your own life force so that you may manipulate the life force of others. As you progress through this school, you learn how to transform that vital energy into a force of immeasurable power, capable of defeating even the greatest of foes.


"My blood courses with arcane power, while your blood, when I begin, will simply spill from your body."- Unknown wizard of the 3rd age.

School of Sanguimancy Features

Blood Savant

You combine the source of your arcane power with the blood flowing through your veins. When you select this arcane tradition at 2nd level, you gain proficiency in Medicine and double your proficiency bonus to any check made with the skill, instead of your normal proficiency bonus.

Furthermore, when you perform the Arcane Recovery feature, you also regain 1 expended hit die.

Additionally the gold and time you must spend to copy a spell with the sanguimancy tag into your spellbook is halved.

BLOOD MAGIC

Starting at 2nd level, you invoke blood magic to gain supernatural powers. You gain a blood pool that can be used to power magical abilities. You can use a bonus action to call upon the power of blood by inflicting a ritualistic wound drawing power from it. You may expend a number of hit dice up to half your wizard level gaining blood dice instead of hit points, your maximum hit dice are reduced by the number of blood die you have.

While you possess one or more blood die, you gain the following features:

  • Armor of Vitality. When you do not wear armor, your AC equals 13 + your Constitution modifier.

  • Lifeblood. You gain advantage on your first death saving throw of the day.

  • Blood Channeling. You can use your own body as an arcane focus.

Additionally you may spend blood dice to pay the hit die cost of a blood spell you cast.

Arcane Endurance

At 2nd level, your hit point maximum increases by 2, and increases by 1 whenever you gain another level in this class.

Hematurgy

At 6th level, you learn to manipulate the flow blood, even if it is not your own, to either stem death or empower your blood magic, gaining the following abilities;

  • Blood Siphon. When you reduce a creature to 0 hit points with a melee or spell attack, and the creature dies, you gain 1 blood die.

  • Wellspring of Life. When you make a death saving throw and roll a 19-20 on the d20, you regain 1d6 hit points instead of normal. At 14th level, you regain 1d6 hits points when you instead roll a 18-20 on a death saving throw.

  • Sanguine Slots When you cast a spell you may pay a number of blood dice equal to it's level instead of using the normal spell slot it would require.

You can't use this feature to cast a spell at a level higher than you have spell slots for, and you can't expend more blood dice using this feature than your wizard level divided by 2 before finishing a long rest.

Alternate Flows

At 10th level, you have learned to pull blood from sources other than yourself to fuel your magic. When a feature or spell would call for you to spend hit dice or blood dice you may instead spend dice from a creature you can touch that is willing, incapacitated, or unconcious.

Dance with Death

At 14th level, your body learns to repair itself when it is near death. At the start of each of your turns, you regain a number of hit points equal to your Intelligence modifier (minimum 1) if you have no more than half of your maximum hit points remaining. You don’t gain this benefit if you start your turn with 0 hit points.

Fighter: Blood Knight

The archetypal Blood Knight employs their own flesh and blood in the slaughter of their enemies. To a Blood Knight, battle is everything. It isn't winning or losing that drives them so much as it is the opportunity for a good fight, they use everything they have to contest their opponent. They utilize blood sacrifices to cast spells and grant themselves additional offensive and defensive capabilities, though at a steep cost.

Blood Knight Features

Sanguimancy

Beginning when you choose this archetype at 3rd level, you gain the ability to cast sanguimancy spells, detailed later in this guide in appendix C.

Spell Slots. The Blood Knight table shows how many spell slots you have. The table shows what the level of those slots is; all of your spell slots are the same level. To cast one of your spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level or Higher. You Know two 1st-level sanguimancy spells of your choice, chosen from the sanguimancy spells listed in appendix C.

The spells known column of the Blood Knight spellcasting table shows when you learn more sanguimancy spells of 1st level or higher.

Whenever you learn a new spell in this class you may replace one of the sanguimancy spells you know for another sanguimancy spell for which you have spell slots.

Spellcasting Ability. Constitution is your spelllcasting ability for your blood knight spells, since your spells are powered through the physical resilience of your body. You use your constitution whenever a spell refers to your spellcasting ability. In addition, you use your constitution modifier when setting the saving throw DC for a Blood Knight spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your

Constitution modifier

Spell attack modifier = your proficiency bonus + your Constitution modifier

Blood Well

Also at 3rd level, you gain a well of blood magic that is fueled through special dice called blood dice.

You have two blood dice but, whenever you finish a short or long rest you may convert as many hit dice as you would like into blood dice, you may not regain any converted hit dice until they have been spent.

As a bonus action, you can expend a blood dice to gain hit points equal to the number rolled. Also, when you hit a creature with a weapon attack, you can choose to expend a blood die and add the number rolled to the attacks damage roll. If you do so, the attack counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, blood dice can be used to pay the hit die cost of sanguimancy spells you cast.

Blood Knight

Fighter Level Spells Known Spell Slots Slot Level
3rd 2 1 1st
4th 2 1 1st
5th 2 2 1st
6th 2 2 1st
7th 3 2 2nd
8th 3 2 2nd
9th 3 2 2nd
10th 4 2 2nd
11th 4 2 2nd
12th 4 2 2nd
13th 5 2 3rd
14th 5 2 3rd
15th 5 2 3rd
16th 6 2 3rd
17th 6 3 3rd
18th 6 3 3rd
19th 7 3 4th
20th 7 3 4th

Deathseeker

Starting at 7th level, you gain advantage on any Wisdom (Perception) or Wisdom (Survival) check used to find a wounded creature.

Additionaly, as a bonus action on your turn you can sacrifice 1 hit point to learn the general direction of every creature within 100 feet of you that has blood.

Improved Hit Dice

Whenever you would regain hit dice you regain an additional amount equal to half your constitution bonus.

Blood Rush

Starting at 15th level, whenever you spend a blood dice or cast a sanguimancy spell of 1st level or higher, you enter a blood rush. The blood rush lasts until the end of your next turn, and for the duration your speed is doubled, you have advantage on Dexterity saving throws, and you can disengage as a bonus action.

Strength of the Wounded

At 18th level, you gain increased power when wounded. Whenever you expend a blood die while below half your hit point maximum, you can add you Constitution modifier to the result.

Appendix A: Stat Blocks

Bonebeast

Constructed of haphazardly-assembled humanoid bones, a bonebeast looks nothing like a man. Lumbering about on four legs with great boney fangs, the beast can run as fast as a bear and strike as viciously as a lion.

Spirit

A spirit is the scarcely tangible echo of humanoid, a soul bound to the mortal realm by necromantic magic.

Gravetouched Ghoul

Gravetouched ghouls, which are suffused with terrible necromantic energies, manifest various deformities on their undead bodies. Despite being undead, their flesh knits itself back together nearly as quick as a troll's with strength to match.

Gorger

An unholy tangling of flesh, the gorger still vaguely resembles a humanoid profile, except for the gaping, toothed maw in its chest. Its colossal teeth are little more than sharpened ribs, but its monstrous bite can easily decapitate.

Visage

Mournfully longing for the world of the living, a visage is the lingering soul of a departed humanoid. Their yearning for a life once lived binds them to the mortal realm, and drives mad those who see their terrible countenance.



Bonebeast

Medium Undead, Neutral Evil


  • Armor Class 14 (Natural Armor)
  • Hit Points 28 (5d8 + 5)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 13 (+1) 5 (-3) 10 (+0) 5 (-3)

  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands all languages it knew in life as well as the languages of its creator, but can't speak
  • Challenge 1 (200 XP)

Keen Smell. The bonebeast has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics. The bonebeast has advantage on attack rolls against a creature if at least one of the bonebeast's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) piercing damage.



Gorger

Medium Undead, Neutral Evil


  • Armor Class 8
  • Hit Points 36 (8d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 7 (-2) 10 (+0) 7 (-2) 10 (+0) 6 (-2)

  • Damage Immunities poison
  • Condition Immunities charmed, exhausted, poisoned
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10
  • Languages understands all languages it knew in life as well as the languages of its creator, but can't speak
  • Challenge 1 (200 XP)

Echolocation. The gorger can't use its blindsight while deafened.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) piercing damage.



Gravetouched Ghoul

Size, Alignment


  • Armor Class 12
  • Hit Points 63 (14d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 10 (+0) 9 (-1) 10 (+0) 8 (-1)

  • Damage Immunities poison
  • Condition Immunities charmed, exhausted, poisoned
  • Senses blindsight 60 ft., passive Perception 10
  • Languages understands all languages it knew in life as well as the languages of its creator, but can't speak
  • Challenge 1 (450 XP)

Regeneration. The gravetouched ghoul regains 5 hit points at the start of its turn. If the gravetouched ghoul takes fire or radiant damage, this trait doesn’t function at the start of the gravetouched ghoul’s next turn. The gravetouched ghoul dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Actions

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) slashing damage.



Spirit

Medium Undead, Lawful Evil


  • Armor Class 15
  • Hit Points 7 (2d8-2)
  • Speed 25 ft., fly 25 ft. (hover)

STR DEX CON INT WIS CHA
1 (-5) 14 (+2) 9 (-1) 10 (+0) 10 (+0) 11 (+0)

  • Damage Vulnerabilities radiant
  • Damage Immunities cold, poison, necrotic
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 10
  • Languages understands all languages it knew in life as well as the languages of its creator, but can't speak
  • Challenge 1/4 (50 XP)

Incorporeal Movement. The spirit can move through other creatures and objects as if they were difficult terrain. The spirit takes 5 (1d10) force damage if it ends its turn inside an object.

Actions

Grave Touch. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) necrotic damage and the target's hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.



Visage

Medium Undead, Lawful Evil


  • Armor Class 17 (natural armor)
  • Hit Points 41 (9d8)
  • Speed 25 ft., fly 25 ft. (hover)

STR DEX CON INT WIS CHA
1 (-5) 16 (+3) 11 (+0) 10 (+0) 0 (+0) 0 (+0)

  • Damage Immunities cold, poison, necrotic
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 10
  • Languages understands all languages it knew in life as well as the languages of its creator, but can't speak
  • Challenge 2 (450 XP)

Incorporeal Movement. The spirit can move through other creatures and objects as if they were difficult terrain. The spirit takes 5 (1d10) force damage if it ends its turn inside an object.

Magic Resistance. The visage has advantage on saving throws against spells and other magical effects.

Actions

Horrify. Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: 15 (5d4+3) psychic damage.

Invisibility. The visage magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the visage wears or carries is invisible with it.

Appendix B: Magic Items

Adventurers discover strange and interesting relics over the course of their journeys within the Realms. Forged in blood, the following magic items exist in a campaign that allows the Blood Magic Arcane Tradition.


Blood-Dreader


Weapon (any sword), rare (requires attunement)


You gain a +2 bonus to attack and damage rolls made with this magic weapon against nonliving creatures. Otherwise, it functions as a normal sword.


Curse. When you deal damage to a living creature with this blade, you must succeed on a DC 15 Wisdom saving throw. On a failed save, you faint and fall unconscious. You can repeat the saving throw at the end of each turn, ending the effect with a success.


You can release the sword of its curse as normal. Afterward, the sword becomes a +1 weapon with no other properties.


Blood Leech


Weapon (any sword), uncommon (requires attunement)


You gain a +1 bonus to attack and damage rolls made with this magic weapon.

If you have this weapon drawn at the end of your turn, if you did not hit at least one target, blood leech deals 5 (1d10) necrotic damage to you (this damage cannot be avoided and overcomes all immunities and resistances). Until the end of your next turn, the next attack you make deals an extra 2d6 points of necrotic damage to the first target it hits.


Potion of Cruor


Potion, varies


When you consume this potion, you regain expended hit dice determined on the rarity of the potion, shown on the following table. The liquid appears as coagulated blood, thick and syrupy. Once consumed, further potions of cruor have no effect until you first finish a long rest.

Rarity Hitdice Restored
Common 1 Die
Uncommon 2 Die
Rare 3 Die
Very Rare 5 Die

Sanguine Blade


Weapon (any sword), rare (requires attunement)


You gain a +2 bonus to attack and damage rolls made with this magic weapon against living creatures. Otherwise, it functions as a normal sword.


Curse. This is a cursed sword and once drawn, it will not allow the wielder to sheath the blade unless it spills blood. Furthermore, when you deal damage to a living creature with the blade, you must succeed on a DC 15 Wisdom saving throw or continue to attack until you or the creature drops to 0 hit points, or you are unable to reach the creature to make a melee attack against it. While unsheathed, the wielder cannot benefit from a long or short rest.


You can release the sword of its curse as normal. Afterward, the sword becomes a +1 weapon with no other properties.


Weapon of Grievous Injury


Weapon (any piercing or slashing weapon), uncommon (requires attunement)


You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you attack a creature with this weapon and roll a 20 on the attack roll you open a bleeding wound on the target. At the beginning of each of its turns the creature takes 1d4 necrotic damage, Unless the damaged creature receives healing or a successful DC 15 medicine check. At the end of each of their turns the creature may make a DC 15 constitution save ending the effect on a success

Appendix C: Spells

Sanguimancy

Certain spells included in this supplement have the special tag: Sanguimancy. Such a spell has an additional cost when it is cast: your own hit points. When you cast a spell with this tag, you must spend a number of hit dice during the casting of the spell. Spending hit dice in this way causes you to take necrotic damage equal to the amount spent, which ignores resistance and immunity. The number of hit die you must spend is equal to the spells level.

Agonize

4th-Level Enchantmentsang


  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Blackguard, Sorcerer, Warlock, Wizard

You wrack one creature that you can see within range with agonizing magical pain. The target must succeed on a Constitution saving throw or else become stunned for the duration. It repeats the saving throw at the end of each of its turns, ending the spell on a success.

Whenever a creature with less than half of its hit points fails the saving throw, it takes 1d6 psychic damage. This damage can’t reduce it below 1 hit point.

Creatures that can't be charmed have advantage on the saving throw. This spell has no effect on constructs and undead.

Beacon of False Life

3rd-level necromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (alcohol or distilled spirits)
  • Duration: Concentration, up to 1 minute
  • Classes:* Blackguard, Cleric, Sorcerer, Warlock, Wizard

Necromantic energy emanates from you in a 30-foot radius area. Until the spell ends, the area moves with you, centered on you. While within the area, you and every creature that you have under your control (such as through an animate dead spell) gains 2d4 temporary hit points at the start of each of their turns. These temporary hit points last until they leave the area.

Blackblood

1st-level transmutationsang


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 hour
  • Classes: Cleric, Sorcerer

You transform a portion of your blood into a poisonous substance. As you cast this spell, you take damage equal to the level. You gain a number of temporary hit points equal to the amount of damage casting this spell. For as long as these temporary hit points last, whenever a creature hits you with an attack while within 5 feet of you they take 1d8 poison damage and become poisoned until the start of their next turn.


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

Blackflame

1st-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Bard, Blackguard, Cleric, Srocerer, Warlock, Wizard

You choose a flame that you can see within range and that fits within a 5-foot cube. The flame momentarily changes color into a deep black, and then lashes out at surrounding creatures. Each creature within a 5-foot radius extending from the flame must make a Dexterity saving throw. A creature takes 1d6 necrotic damage and 2d6 fire damage 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 2nd level or higher, the necrotic damage increases by 1d6 for each slot level above 1st.

Black Lightning

3rd-Level Necromancy


  • Casting Time: 1 action
  • Range: Self (100-foot line)
  • Components: V, S, M (Blood from a corpse and a rod of obsidian, smokey quarts, or clouded glass)
  • Duration: Instantaneous
  • Classes: Blackguard, Sorcerer, Warlock, Wizard

A stroke of jagged black non-light forming a line 100 feet long and 5 feet wide strikes out from you in a direction you choose. Each creature in the line must make a Constitution saving throw. A creature takes 5d8 necrotic damage 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 damage increases by 1d8 for each slot above 3rd.

Bleed

1st-Level Necromancysang


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, 1 minute
  • Classes: Blackguard, Paladin, Ranger

The next time you hit a creature with a piercing or slashing weapon attack during the spell’s duration, the weapon deals an additional 1d8 Necrotic damage.

Unless the damaged creature receives healing or a successful medicine check against your spell save DC, they take an additional 3d4 necrotic damage at the end of their next turn. The creature must be of a type which has blood to be harmed by this spell.

Creatures without blood are immune to this spell.


At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you deal 1d4 additional initial necrotic damage and 1d4 additional necrotic damage on the subsequent turn for each spell level of 2nd or greater you use.

Blood Boil

Necromancy Cantripsang


  • Casting Time: 1 action
  • Range: 30 ft.
  • Components: V, S
  • Duration: Concentration, up to 1 round
  • Classes: Bard, Sorcerer, Warlock, Wizard

You attempt to disturb the blood of one creature you can see within range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage and be poisoned until the end of your next turn or the spell ends. While it is poisoned by this spell, it has disadvantage on saving throws to maintain concentration and its speed is reduced by half. Creatures without blood are immune to this spell. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Bloodburn

1st-level evocationsang


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Sorcerer, Wizard

You inflict a burning pain upon yourself, causing another creature that you can see within range to feel an even more excruciating pain as their blood boils. The creature must make a Constitution saving throw. On a failed save, the creature takes 2d6 + the damage taken casting this spell as fire damage, and immediately falls prone as they become wracked with pain. On a successful save, the target takes half as much damage and doesn’t fall prone. Constructs, elementals, and undead are immune to this spell.

Creatures without blood are immune to this spell.


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

Bloodcurse

5th-level necromancysang


  • Casting Time: 1 minute
  • Range: Touch
  • Components: S
  • Duration: Varies (see below)
  • Classes: Blackguard, Cleric, Sorcerer, Wizard

You touch a creature’s open wound and bestow a curse, that creature must succeed on a Wisdom saving throw or become cursed. During the casting of the spell, you can make a Charisma (Deception) check against the target’s Wisdom (Insight) check to attempt to conceal the spell’s true nature, such as pretending to bandage their wound. The curse has no effect until after 1 hour. Thereafter, the curse lasts for a number of days equal to the number of hit points spent, and for that duration the cursed creature can’t regain hit points and is poisoned. Every 8 hours the creature is cursed, they take 3d4 necrotic damage as the curse rots away at them. Creatures without blood are immune to this spell.

A remove curse spell ends this effect.


At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th.

Bloodletting

Necromancy cantripsang


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Druid, Sorcerer Wizard

You touch a creature and spend 1 hit point, opening a wound where you touch. Make a melee spell attack against the target. On a hit, the target takes 1d12 necrotic damage. If this damage reduces the target to 0 hit points, you gain temporary hit points equal to half the damage dealt. These temporary hit points last for up to 1 minute. The spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

Blood Seal

2nd-level abjurationsang (ritual)


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S, M (an ornate dagger worth at least 25 gp)
  • Duration: 1 hour
  • Classes: Cleric, Sorcerer, Wizard

You inflict a wound upon yourself to create a protective seal on another creature within range. The target gains 1d10 + the damage taken to cast the spell as temporary hit points for the duration.


At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the target gains 1d10 additional temporary hit points for each slot level above 2nd.

Blood Shield

3rd-Level Abjurationsang


  • Casting Time: 1 reaction, which you take when you see a creature take damage
  • Range: 10 ft.
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Blackguard, Druid, Sorcerer, Warlock, Wizard

The blood of the target springs forth their defense. Instead of taking the triggering damage the creature spends a hit die and takes damage equal to the result.

Bloodsight

3rd-level necromancysang


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: Blackguard, Sorcerer, Wizard

You draw out a portion of your blood, causing your eyes to take on a crimson hue. For the duration, you can see the life force of nearby creatures. The range of this vision is equal to 60 ft. When a creature is at full health, they appear perfectly normal, but as they become more wounded a red aura begins to surround them. You can notice when a creature’s current hit points are below 1/2 or 1/4 of their hit point maximum. If a creature is below 1/2 of their hit point maximum, you can see them even through walls and invisibility.


At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the duration is 1 hour. If you use a slot of 7th level or higher, the duration is 8 hours. If you use a 9th level spell slot, the duration is 24 hours. Using a spell slot of 5th level or higher grants a duration that doesn’t require concentration.

Blood Spike

1st-Level evocationsang


  • Casting Time: 1 action
  • Range: 60 ft
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Bard, Blackguard, Druid, Sorcerer, Warlock, Wizard

You draw blood from your veins forming a spear and hurl it at a creature within range. Make a ranged spell attack against the target. If the attack hits, the creature takes an amount of Piercing damage equal to damage taken casting this spell + 3d8.


At higher levels. When you cast this spell at higher levels the damage increases by 1d8 for each spell slot above the 1st.

Blood Tracking

1st-level Divinationsang (Ritual)


  • Casting Time: 10 Minutes
  • Range: Self
  • Components: V, S, M (Blood from the target)
  • Duration: Instantaneous
  • Classes: Druid, Ranger

You weave dark magic to pull information out of at least one ounce of blood (or around 30 grams) which the spell consumes as a material component. This blood must have come from a creature that is alive or has been dead for less than 1 hour, and the spell fails without enough blood to use. Choose two of the following options below each time you cast the spell to determine what information about the creature you learn from its blood:

  • You learn the creature's type and its maximum hit points. You also learn all its resistances, vulnerabilities, and immunities.
  • You learn the direction to the creature, and you learn if it is within 1 mile, within 100 miles, or beyond that (which also includes other planes of existence).
  • You learn the identity of any poisons, diseases, curses, and blessings affecting the creature. Successful knowledge checks may also grant you insight into the nature and function of these conditions.
  • You learn if the creature's blood contains any special magic, such as the healing properties of a unicorn's blood, or the ritual magic uses for some kinds of fiends' blood.
  • If the blood is mixed with the blood of another creature, the mixture will glow bright red if the one of the two creatures is the parent, offspring, or sibling of the other. When you cast the spell, if the target is still alive, it feels a tingling sensation in its veins and knows the exact direction to you, though it doesn't necessarily know who you are or what you are doing.

Blood Quill

2nd-Level Necromancysang

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a quill made from the feather of an exotic monstrosity worth at least 100 gp)
  • Duration: 1 week
  • Classes. Wizard

You can attempt to learn a wizard spell from a spellcaster within 24 hours of his or her death. You pierce the corpse with the specially prepared quill and as it siphons the blood from the cadaver, select one wizard spell prepared or known to the deceased spellcaster. The spell must be of a level for which you have a spell slot and you must make an Intelligence (Arcana) check to determine whether the quill absorbs it successfully. The DC equals 10 + the spell's level. On a failed check, the spell ends and consumes the quill.

Once the quill absorbs the spell, you may take the time to transcribe it into your spellbook using the normal rules for copying a spell. The quill crumbles into dust at the end of the duration or once you copy the absorbed spell into a spellbook, whichever happens first.

Caiphon's Malicious Guidance

3rd-level enchantment


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V
  • Duration: Concentration, up to 10 minutes
  • Classes: Warlock

The target must succeed on a Charisma saving throw or begin to glow with Caiphon's deceiving light. If the target saw you casting this spell, they believed the casting failed. For the duration, the target believes they are blessed by an all-powerful force, and have advantage on Charisma checks to convince its allies to fight alongside it. Additionally, while a creature friendly to the target is within 20 feet of it, that creature has disadvantage on all attack rolls, and all attack rolls made against it have advantage.

At the end of the target's turn, if one of its allies has taken damage since the end of its last turn, it can repeat the initial saving throw. On a success, it realizes what the effects of the spell are and knows you are the cause.

Claws of Acamar

3rd-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Warlock

You unleash black, crackling energies from the corpse-star Acamar that streak toward a creature in range, intent on drawing others into the star's soul devouring depths. The creature must make a Charisma saving throw. On a failed save, it takes 3d10 necrotic damage and is phased out for 1 minute, partially plunged into Acamar's realm. On a successful save, the target takes half as much damage, but suffers no other effect.

While phased out, the target deals half damage, has resistance to all damage except necrotic damage, and creatures have advantage on saving throws the target forces them to make. At the end of each of its turns, the target can repeat the saving throw, taking 2d10 necrotic damage on a failed save, and ending the effect on a success.


At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 1d10 for each slot level above 3rd.

Clinging Shadows

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (bat fur)
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Blackguard, Cleric Sorcerer, Wizard

You choose an area of dim light or darkness that you can see within range and that fits within a 20-foot cube. Each creature within the area must succeed on Strength saving throw or be restrained by shadows until the spell ends. A creature restrained by the shadows can use its action to make a Strength check against your spell save DC. On a success, it frees itself. Until the spell ends, you can use an action on each of your turns to cause a tendril of shadow to reach out and grab a creature within 15 feet of the area. The creature must repeat the saving throw. On a failed save, the creature is pulled into the area and becomes restrained. If the area becomes bathed in bright light, the spell has no effect until the bright light fades.

Congeal

1st-Level Necromancysang


  • Casting time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour
  • Classes: Bard, Cleric, Druid, Ranger, Wizard

You touch a willing creature thickening it's blood. The creature the creature is stabilized, falls unconscious for the spell's duration, and gains advantage on any roll made to resist poison or diseases.

Coughing Spell

2nd-level necromancy


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (humonoid ashes)
  • Duration: Concentration, up to 1 minute
  • Classes: Blackguard, Warlock, Wizard

From the ashes you call black vapors to fly out towards a creature in range and try to invade their body. Make a ranged spell attack against one creature in range, that target takes 3d6 necrotic damage and must make a Constitution saving throw. On a failed save the creature begins coughing uncontrollably gaining disadvantage on concentration checks. The creature must roll to maintain concentration at the beginning of its turn and can repeat the saving throw at the end of its turn ending the effect on a success.


At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.

Cruorwhip

1st-level necromancysang


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute
  • Classes: cleric, Druid, Sorcerer, Wizard

You create a whip out of your own blood in your free hand, similar in size and shape to a normal whip. If you let go of the whip, it disappears, but you can recreate it again as a bonus action. You can use your action to make a melee spell attack with the whip. The range of the whip is equal to 5 times the health spent to cast this spell On a hit, the target takes 2d6 necrotic damage.


At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases to 3d6. When you use spell slot of 5th level or higher, the damage increases to 4d6. When you use a spell slot of 7th level or higher, the damage increases to 5d6. When you use a 9th level spell slot, the damage increases to 6d6.

Crimson Blade

2nd-level Evocationsang


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: (a pint of the caster's blood)
  • Duration: Concentration, up to 10 minutes
  • Classes: Druid, Sorcerer, Warlock, Wizard

You inflict a wound upon yourself and sculpt the flowing, crimson blood into a blade in your free hand. The blade is similar in size and shape to a scimitar, and lasts for the duration. If you let go of the blade, it splatters blood in a 5-foot radius and the spell ends. Each other creature in the radius must make a Dexterity saving or suffer 1d6 necrotic damage.

You can use you action to make a melee spell attack with the crimson blade. On a hit, the target takes 4d6 slashing damage and must succeed on a Wisdom saving throw or become frightened of you until the end of its next turn.

While frightened by this spell, a creature must take the Dash action and move away from you by the safest route available on its turn, unless there is nowhere to move.


At Higher Levels. When you cast this spell using a spell slot of 4th level or 6th level, the damage increases by 2d6 for every two slots above 2nd.

Damien’s twisted puppet

4th-level Enchantmentsang


  • Casting time: 1 action
  • Range: 10 ft
  • Components: V M (String)
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Druid, Warlock, Wizard

You attempt to puppet the body of a creature that you can see within range by magically controlling its blood. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is under your control for the duration. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target.

At the start of each of a creature's turns while it is afflicted by the spell, it must make a Strength saving throw. On a failure, it is either paralyzed until the start of its next turn or you may choose to puppet its body moving it up to half of its speed and making a weapon attack at disadvantage. On a success, it is restrained until the start of its next turn.

Creatures without blood are immune to this spell.

Dome of Night

2nd-level transmutation (ritual)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (owl feathers)
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Druid, Ranger, Warlock, Wizard

You create a 15-foot radius dome of magical darkness that lasts for the duration. A creature with darkvision cannot see through the walls of the dome, and nonmagical light can’t illuminate it. The dome is filled with dim light, and the inside of the dome shows an accurate representation of the night sky, including the current location of the stars and moon. If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Dominate Undead

5th-Level Necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 24 hours
  • Classes: Bard, Blackguard, Cleric, Warlock, Wizard

The caster points their finger and commands an undead to do their bidding, attempting to dominate their will. The undead makes a Charisma saving throw against the wizard's spell DC. Undead of greater than 10 intelligence have advantage on this save. If successful, the wizard dominates the undead and may control it as if it had been created with the animate dead spell.

However, the wizard must constantly exert their will over the undead to maintain this control, and if the undead has not been given commands which it can complete, it is free to act as it wills until it receives fresh commands.

Each time the target takes damage, if it has an intelligence score of 10 or greater, it makes a new Charisma saving throw against the spell. If the saving throw succeeds, the spell ends.


At higher levels: When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, 30 days with a 7th-level slot, 180 days with an 8th-level slot, or 1 year and 1 day with a 9th-level spell slot.

Doom of Delban

5th-level conjuration


  • Casting Time: 1 action
  • Range: 500 feet
  • Components: V, S, M (a frozen telescope lens)
  • Duration: Concentration, up to 1 minute
  • Classes: Warlock

You call on Delban to destroy a creature in range, its inexorable hatred manifesting as a single shaft of utterly cold and eldritch starlight that clings to your foes. The target must make a Constitution saving throw, taking 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell is turned into a statue of brittle white ice.

On subsequent turns until the spell ends, you can use your action to shift and intensify the starlight, forcing a creature in range to make another Constitution saving throw. When you do so, the cold damage dealt increases by 2d8, plus another 2d8 for each time you've used your action this way during the spell's duration to a maximum of 12d8, and you take 2d8 necrotic damage, plus another 1d8 for each time you've used your action this way during the spell's duration to a maximum of 4d8, as direct contact with Delban saps your life essence. This necrotic damage ignores resistance and immunity, but doesn't force you to make Constitution saving throws to maintain concentration.

Doom wail

3rd-Level Necromancy


  • Casting Time: 1 action
  • Range: self (40 foot cone)
  • Components: V, S
  • Duration: 1 minute
  • Classes: Blackguard, Cleric, Sorcerer, Warlock, Wizard

The caster spreads his arms and lets out a piercing wail, the sound visibly laced with necrotic energy as it bursts outward. The doom wail does 4d6 necrotic damage to creatures within its area, and affected creatures must make a constitution saving throw or suffer 1 level of temporary exhaustion. The exhaustion lasts for 1 minute, and any subsequent castings of this spell replace the duration of the exhaustion rather than adding to it.


At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you do an additional 1d6 necrotic damage for each spell level of 4th or greater you use.

Drain Life

9th-level necromancysang


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: cleric, Sorcerer, Warlock

You open a deep wound on your body, draining the life of another creature as your own blood leaves your body. The creature must then make a Constitution saving throw. The creature takes 12d12 + double the damage taken casting this spell as necrotic damage on a failed save, or half as much damage on a successful one.

Dueling Shadows

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Bard, Cleric, Warlock, Wizard

Choose two creatures within range that are within 5 feet of each other. Each target must succeed on a Dexterity saving throw or take 1d4 necrotic damage as their shadows lash out at each other. If one of the creatures moves before the start of your next turn, both targets must repeat the saving throw as the shadows lash out again, dealing another 1d6 necrotic damage The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d46).

Exterminate

2nd Level Necromancy


  • Casting Time: 1 action
  • Range: 40 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Blackguard, Cleric, Warlock

You raise your arm, and a well of necrotic energy rises, attacking the life force of those within its radius. Roll 5d6, the total is how many Hit Points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current h⁠it points.

Starting with the creature that has the lowest current hit points each creature makes a Constitution save, on a failure the creature takes damage equal to its hit points and is killed, on a success it takes half damage. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

Swarms have disadvantage against this spell's Constitution saving throw, and are always affected first.


At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you do an additional 2d6 necrotic damage for each spell level of 3rd or greater you use.

Fevered Certainty of Caiphon

2nd-level divination (ritual)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: Warlock

You call upon the star-like Dream Whisperer to bestow upon you great knowledge. For the duration, you become proficient in a skill or tool of your choice. However, Caiphon punishes those who tread too close to it. The first time you cast this spell, you suffer no adverse effect. If you cast this spell again before you finish a long rest, you must roll a d20. If the result is 10 or less, then you are afflicted with a random long-term madness effect (the DM has the Long-Term Madness table). This madness can be cured with remove curse, lesser restoration or a similar effect.

Flicker

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (displacer beast fur)
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Sorcerer, Wizard

Your body begins to flicker in and out of existence as shadow magic envelops you. For the duration of the spell, you can use your bonus action to teleport 5 feet. Additionally, when you are targeted by an attack you can use your reaction to attempt to teleport out of harm's way. Roll a d20. On a roll of 11 or higher, the attack automatically misses, and you teleport 5 feet. Otherwise, the attack is made as normal and you teleport 5 feet shortly after.

Hand of the Grave

2nd-level necromancy (ritual)


  • Casting Time: 1 minute
  • Range: 10 feet
  • Components: V, S, M (hand of a humanoid)
  • Duration: 24 hours
  • Classes: Bard, Cleric, Warlock, Wizard

When you cast this spell, you bury a humanoid hand into a patch of loose earth at least 5 feet in diameter to conceal it. The area is nearly undisturbed and requires a successful Intelligence (Investigation) check against your spell save DC to be found.

The hand animates when a medium or smaller creature walks over the area of earth. You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the spell could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the spell, such as those who say a certain password.

When the hand animates, it attempts to grab whatever creature triggered it. That creature must succeed on a Strength saving throw or take 2d6 bludgeoning damage and become restrained as the hand grasps it with an inhumanly strong grip. The creature can use an action on its turn to make a Strength check against your spell save DC, freeing itself on a success.

Once the hand has animated for 1 minute, the spell ends, and the hand returns to normal. If the creature dies while restrained, the hand pulls it underground, burying it.

Hemoplague

7th-level necromancysang


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, (a poison or venom)
  • Duration: Concentration, up to 1 minute
  • Classes: Cleric, Druid, Sorcerer

You draw out a portion of your blood, infecting it with a vile poison before causing it to streak towards six creatures within range. Each creature must make a Constitution saving throw. On a failed save, a target takes 6d8 necrotic damage and is also infected for the duration. On a success, the target takes half damage and suffers no additional effect. An infected target is poisoned, can’t regain hit points, and whenever they take bludgeoning, piercing, or slashing damage, they take an additional 2d8 necrotic damage as they bleed profusely. A creature repeats the saving throw at the start of each of its turns, ending the effect on a success.

Creatures without blood are immune to this spell.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the initial damage increases by 1d8 for each slot level above 7th.

Hemorrhage

4th-level Necromancysang


  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Blackguard, Cleric, Warlock

You thin, agitate, and accelerate the blood of one creature that you can see within range using dark, forbidden magic. The target must make a Constitution saving throw. On a failed saving throw, the target takes 4d8 necrotic damage and its blood becomes magically easy to spill. Until the spell ends, the target has disadvantage on concentration checks, and whenever the target takes bludgeoning, piercing, slashing, force, or necrotic damage, that damage is increased by 1d8. On a successful saving throw, the target takes half damage and is otherwise unaffected.

Creatures without blood are immune to this spell.


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

Hemotrick

Transmutation Cantripsang


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous

You choose an area of liquid blood that you can see within range and that fits within a 5-foot cube. You cannot affect the blood in a creature unless it is dead. You manipulate the blood in one of the following ways.

  • You cause the blood to bubble and froth, creating the strong scent of blood in the air. This smell reaches 60 feet out in all directions from the blood and lasts for 1 hour. You cause the blood to form into simple shapes and animate at your direction. This change lasts for 1 hour.
  • You instantaneously move or otherwise change the flow of the blood as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.

Alternatively, you can target one creature of size Medium or smaller that you can see within range and attempt to push the blood in its body, if it has blood. The target must make a Constitution saving throw. On a failed saving throw, you can push the target up to 5 feet in any direction.

If you cast this spell multiple times, you can have no more than one of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Inflict Pain

1st-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Bard, Blackguard, Cleric

You touch a creature, inflicting them with negative energy and racking them with excruciating pain. The target must succeed on a Constitution saving throw or take 1d10 necrotic damage and become incapacitated with pain until the start of your next turn.

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

Investiture of Shadow

6th-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: Druid, Sorcerer, Warlock, Wizard

Until the spell ends, shadows swirl around you, and you gain the following benefits:

  • At the start of each of your turns, you turn invisible. If you attack or cast a spell, this invisibility ends.
  • You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
  • You can use your action to create a 15-foot radius sphere of magical darkness centered on a point you can see within 60 feet of you, as per the darkness spell. This darkness lasts for the duration, or until you activate this ability again.

Lacerate

Necromancy cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Cleric, Sorcerer, Warlock, Wizard

Two bolts of necrotic energy shoot from your fingertips towards a single creature within range. Make two ranged spell attacks against the target. On a hit, the target takes 1d4 necrotic damage. If both bolts hit the target, they strike simultaneously as a single instance of damage, and the target’s hit point maximum is reduced by an amount equal to the necrotic damage it took. The target’s hit point maximum returns to normal after 10 minutes. The spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Light of Gibbeth

8th-level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V
  • Duration: Concentration, up to 1 minute
  • Classes: Warlock

You begin uttering an incantation in an unknowable language, calling upon your knowledge of the Gibbeth star. An image of the forbidden star appears above a point you specify within range. Until the spell ends, a 30-foot-radius, 100-foot-high cylinder of green light rains down around that point, as the star cracks open slightly. Any creature that starts its turn within the cylinder must make a Intelligence saving throw, as the light of the Gibbeth assaults them with revelations they can't contain. On a failed save, the creature is wracked with insanity, and must do its best to deal the most amount of damage it can to itself on each of its turns. It can't move outside of the cylinder while affected by this spell. At the end of each of its turns, the creature can repeat this saving throw, ending this effect on a success.

Light of Khirad

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a topaz, bleached by starlight over a decade)
  • Duration: Instantaneous
  • Classes: Warlock

The light of the star of secrets opens unseen doorways in space for you. Choose two creatures within range that you can see, and that do not have total cover from each other. The two creatures must swap places, teleporting into each other's spaces. If there is not space for either of the targets where the other was standing, then that target is sent to the nearest unoccupied space within range that can fit them.

If a creature is unwilling, it can resist this effect by making a Charisma saving throw. On a failure, the target is teleported. On a success, this spell fails.

Maw of Acamar

7th-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a pure black onyx, worth at least 1,000gp)
  • Duration: Concentration, up to 1 minute
  • Classes: Warlock

You manifest a sliver of Acamar's all-consuming hunger into the world, taking the form of a 3-inch black sphere of nothingness that leaps from the onyx to a space in range. When a creature starts its turn or moves within 15 feet of the sphere, it must make a Constitution saving throw, taking 7d8 necrotic damage on a failed save or half as much on a successful one. A creature killed by this spell is sucked into Acamar's realm through the sphere and devoured, body and soul, and can only be brought back to life by divine intervention or the use of a wish spell.

As a bonus action on subsequent turns, you can move the sphere up to 20 feet. Once per turn, when the sphere moves directly into a creature, it must succeed on a Charisma saving throw or take 7d8 necrotic damage, be frightened of the sphere until the end of its next turn, and move at least 15 feet away from it on its next turn if possible, as Acamar's depths reach for its soul.

A momentary lapse in concentration while channeling this spell has dire consequences. If your concentration is broken as the result of a failed Constitution saving throw, the sphere doesn't disappear. Instead, it persists for the duration, you can no longer move it, and it automatically moves 20 feet towards the closest living creature on each of your turns.

Maim

3rd-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (flake of skin or bone from an undead)
  • Duration: Instantaneous
  • Classes: Blackguard, Druid, Ranger

You touch a creature, transferring a virulent disease into their body. The target must make a Constitution saving throw. On a failed save, it takes 8d4 necrotic damage, or half as much damage on a successful save. The damage can’t reduce a target’s hit points below 1. If the target fails the saving throw, it can’t take reactions for the next 10 minutes as the disease clouds their brain. Any effect that removes a disease allows a creature to remove the secondary effect.


At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d4 for each slot level above 3rd.

Memento Mori

8th-level necromancysang


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Bard

This spell dominates the minds and bodies of humanoids, consuming them in a frenzy of death. Roll 14d8 and add twice the damage taken casting the spell to the roll; the total is how many hit points of creatures this spell can affect. Humanoids within 30 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell is under your control until the spell ends. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Creatures immune to being charmed aren’t affected by this spell.

On each of your turns, you can issue commands to the creatures under your control, directing them where to move and attack. If a creature doesn’t receive orders from you, they attack the closest creature to them. If a creature hasn’t made an attack by the end of its turn, the spell ends for them. If you maintain your concentration on this spell for its whole duration, each creature that is still under the spell’s effect when the spell ends dies.

Metamorphosis

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (the scale of a creature that has seen an unfathomable being)
  • Duration: Concentration, up to 1 hour
  • Classes: Warlock

Calling upon the corrupting nature of the stars beyond, you briefly allow the power of the Far realms to course through your veins. Your body rips apart as your form bursts into a mass of writhing tentacles, milky white eyes, and pits of bottomless darkness. Your form stays this way for the spell's duration, granting you the following benefits:

  • Your speed increases by 20 feet. Your reach becomes 15 feet.
  • Whenever a creature starts its turn within 15 feet of you, it must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
  • As a bonus action, or as a reaction to when a creature tries to moves outside of your reach, you can make a melee spell attack against a target within reach. On a hit, they take 1d12 psychic damage and are pulled to the nearest unoccupied space within 5 feet of you. If they are frightened of you, you have advantage on this attack.
  • If a hostile creature is reduced to 0 hit points while within 15 feet of you, they are violently absorbed into your body as their body and mind are obliterated, and you gain temporary hit points equal to your spellcasting modifier.

At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the psychic increases to 2d12. When you use a spell slot of 7th level or higher, the damage increases to 3d12.

Necromantic Burst

2nd-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instanteneous
  • Classes: Blackguard, Warlock, Wizard

You cause the corpse of a creature to explode into a burst of necrotic energy. Choose a corpse within range. The creature and everything it is wearing and carrying, except magic items, are reduced to black dust. The creature can be restored to life only by means of a reincarnate, true resurrection, or a wish spell. Each creature within 5 feet of the target must succeed on a Dexterity saving throw or take 3d8 necrotic damage.


At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Necrotic Resilience

2nd Level Necromancy


  • Casting Time: 1 Reaction
  • Range: Self
  • Components: V, S
  • Duration: 1 minute
  • Classes: Blackguard, Cleric, Warlock, Wizard

As a reaction necromantic energies feed upon your lost life force to temporarily restore your vigor and bolster your body.

Upon casting this spell, you gain temporary hit points equal to hit points lost to a single attack or damaging effect on this turn, plus an additional 2d4 temporary hit points. These temporary hit points remain until consumed, or until the spell's duration expires, at which point they are lost. You cannot gain more temporary hit points than your maximum hp. You can create a maximum of 20 temporary hp with this spell.


At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you gain an additional +2d4 temporary hit points and +10 to the maximum temporary hit points created, for each spell level of 3rd or greater.

Nihal’s Writhing Grasp

1st-level conjuration


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, M (dried maggots)
  • Duration: Concentration, up to 1 minute
  • Classes: Warlock

You call upon the maggot-infested rift that is the Serpent Star to birth new life. A creature of your choice within range must succeed on a Constitution saving throw, or it begins to to feel writhing underneath the surface of its skin. At the start of each of the creature’s turns, it takes 1d10 psychic damage, and it must move at least half of its speed in a straight line on each of its turns. If it can’t, it takes this damage again.

At the end of each of its turns, the creature can repeat this saving throw, ending this spell on a success. If the creature dies while under the effects of this spell, maggots emerge from the body.


At Higher Levels. When you cast this spell using a 3rd or 4th-level spell slot, the damage increases to 2d10. When you cast it using a 5th or 6th-level spell slot, the damage increases to 3d10. When you cast it using a spell slot of 7th level or higher, the damage increases to 4d10.

Omen of Shothragot

1st-level divination


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Warlock

An apocalyptic portent enters the mind of the target and overwhelms them with a deep sense of futility. The target must succeed on an Wisdom saving throw or immediately make a single weapon attack against itself, with advantage.

You can attempt to use this spell on a target even if they have total cover from you. You must have seen the creature within the past minute to do so. If you target a creature and it is not in range, then this spell fails.


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Post-mortem Lunge

2nd-Level Necromancy


  • Casting Time: 1 action
  • Range: 30 ft.
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Bard, Blackguard, Cleric, Warlock, Wizard

You wrest the soul of a recently deceased creature from its path to the afterlife granting it one final lunge. Choose a creature within range that has died within the last round. You move the creature up to half its speed and then it makes one attack against a creature of your choice.

Prophecy of Zhudun

1st-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Warlock

You bestow the sight of the Corpse Star upon a creature within range, corrupting its grip on reality. The creature must succeed on an Intelligence saving throw or they take 1d10 psychic damage and their sight shifts into a far reality. Until the start of your next turn, all creatures are heavily obscured to the target.


At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, this spell’s damage increases by 1d10 for every spell level above 1st.

Rain of Blood

6th-level necromancysang


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Druid, Sorcerer, Warlock

You draw out your blood, turning it into rain that pours down over a 45-foot radius area within range. A creature that starts its turn in the area must make a Dexterity saving throw. On a failed save, a target takes 8d6 necrotic damage, and its movement speed is slowed by 5 feet for the duration of the spell. On a success, the target takes half as much damage and is not slowed. The slow can stack with itself, but it cannot reduce a creature’s speed below 5 feet.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.

Ray of Fatigue

5th-level necromancy


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Wizard

You cause a creature of your choice to be overtaken by exhaustion. The creature must make a Constitution saving throw. On a failed save, the creature gains a level of exhaustion. On a successful save, the creature suffers no effect and the spell ends.

At the start of each of their turns, the creature must repeat the saving throw. It gains a level of exhaustion on a failed save, and the spell ends on a successful one. The spell ends early if the target’s exhaustion level becomes 4 or greater.

Reaper’s Scythe

1st-level necromancy


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a piece of a scythe blade)
  • Duration: Concentration, up to 1 minute
  • Classes:

You create a scythe out of necrotic energy in your free hands. The scythe is a large weapon, requires both hands to wield, and lasts for the duration. If you let go of the scythe, it disappears, but you can conjure it again as a bonus action. You can use your action to make a melee spell attack with the scythe. On a hit, the target takes 2d4 necrotic damage, and you gain temporary 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, the damage increases by 1d4 for each slot level above 1st.

Reign of Atropus

6th-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a piece of a black meteorite)
  • Duration: Concentration, up to 10 minutes
  • Classes: Warlock

You call upon the necromantic radiance of the World Born Dead and place a shard of its power on a creature within range. Constructs are immune to the effects of the spell. If the target is undead, it gains 50 temporary hit points, which disappear when the spell ends. When these temporary hit points are depleted, the spell ends. While it has these temporary hit points, the undead has advantage on all of its attack rolls, and their weapon attacks deal an additional 1d12 necrotic damage.

If the target is not undead, their strength is sapped by the star's power and they are wracked with waking nightmares. For the duration, the target's speed is halved, and it has disadvantage on all of its attack rolls and ability checks. At the end of each of the creature's turns, it can make a Constitution saving throw. On a failure, they take 3d10 necrotic damage. On a success, the spell ends.

Rend Shadows

4th-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Darkspeaker, Cleric, Wizard

Choose up to 4 creatures within range. Each creature has their shadow forcibly ripped from their body, conjuring a Shadow (Monster Manual pg. 269) in an unoccupied space next to them. As long as the shadow is separate from their body, they do not cast a shadow. A shadow created through this spell reforms with its host when it drops to 0 hit points or when the spell ends, and it disappears if its host dies. If its host dies, a new shadow does not rise from the corpse. The shadows seek only to attack the creature they were separated from, and disappear when that creature is killed. Roll initiative for the shadows as a group, which has its own turns. They spend their turns attacking their host, without any thought for strategy or tactics. The DM has the creature’s statistics.

At Higher Levels. When you cast this spell using certain higher level spell slots, you can target more creatures: twice as many with a 6th-level slot and three times as many with an 8th-level slot.

Sanguimantic Senses

1st-level Divinationsang (Ritual)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (At least a drop of blood)
  • Duration: Concentration, up to 10 minutes
  • Classes: Bard, Blackguard, Druid, Ranger

Your senses are magically heightened and you are able to smell and even see the blood flow of others. For the duration, you sense the presence of blood within 30 feet of you and creatures with blood cannot benefit from invisibility against you as long as you are able to smell. If you sense blood in this way, you can use your action to learn any conditions affecting it. (such as poisoned or exhausted)

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Spectral Mist

2nd-level Necromancy


  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S
  • Duration: Concentration, 1 minute
  • Classes: Blackguard, Sorcerer, Warlock, Wizard

You exhale a 20 foot radius sphere of blood tinged, shadowed mist centered on you. The mist spreads around corners, but not through solid obstructions. If you move, the mist attempts to follow to remain centered on you, moving up to 20 feet at the end of your turn. The area covered by the mist is considered heavily obscured.

You may cast touch range spells against creatures not adjacent to you if you are both in contact with the mist, and you have 20 feet of blindsight against anything in contact with the mist as long as you are within it.

The Mist lasts for the duration, or until a wind of moderate speed or greater disperses it or you lose concentration. If the mist is dispersed, you suffer 1d6 necrotic damage.

Sunstroke

1st-level necromancy


  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Bard, Cleric, Sorcerer, Warlock, Wizard

Make a ranged spell attack against target creature. On a hit, target suffers 2d6 points of necrotic damage and must make a Constitution saving throw. On a failure, the creature suffers 1 level of temporary exhaustion. This spell is not cumulative with any other exhaustion causing effects, and the level of exhaustion ends upon the completion of a short or long rest or after immersion in water for a full minute. If a creature were to be set to the maximum level of exhaustion by this spell, they fall unconscious for 1 hour rather than dying.

Transfusion

4th-level necromancysang


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Instantaneous
  • Classes: Warlock

Your hands grow innumerable tiny red needles as you reach for a creature within range. Make a spell attack. On a hit, the creature takes 6d10 necrotic damage and a creature within 30 feet of you regains half of this amount, as a red strand connects the two creatures briefly. A creature, including yourself, can choose to be hit by this attack automatically. On a miss, the creature takes half as much damage and no hit points are regained. Additionally, on a hit, you can choose to lose 5 hit points to offer the healed creature your own energy until the start of your next turn. The creature can arise from prone without expending any movement, and their movement does not provoke opportunity attacks.


At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage of the spell increases by 1d10 for every spell level above 4th.

Umbral Assault

7th-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Bard, Cleric, Warlock, Wizard

You target a creature within range. The shadows of creatures within 5 feet of the target then turn against the first creature, attacking them from all sides. The target must make a Dexterity saving throw. The creature takes 3d6 necrotic damage for every creature within 5 feet of it of size Small or larger, up to a maximum of 24d6 on a failed save, or half damage on a successful one.

Umbral Form

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a drop of black ink)
  • Duration: Concentration, up to 1 hour
  • Classes: Blackguard, Bard, Cleric, Wizard

You transform a willing creature you touch, along with everything it’s wearing and carrying, into an animated shadow for the duration. The spell ends if the creature drops to 0 hit points. While in this form, the target has an AC of 18, its only method of movement is a walking and climbing speed of 20 feet, and it cannot jump or otherwise remove itself from the surface it moves on. This movement is completely noiseless, and allows the target to move up, down, and across vertical surfaces and upside down on ceilings. The target can enter and occupy the space of another creature. It has advantage on Dexterity saving throws, Dexterity (Stealth) checks, and is always hidden in darkness. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains on the surface it was on even when stunned or otherwise incapacitated.

While in the shadowy form, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.

Umbraturgy

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S
  • Duration: Up to 1 hour
  • Classes: Bard, Cleric, Sorcerer, Warlock, Wizard

You compel shadows to create one of the following effects at a point you can see within range:

  • The shadow of a creature or object changes size or shape, up to a maximum of double or half its normal size. This effect lasts for up to 1 hour.
  • You cause shadows to conceal up to 2 creatures within a 15- foot radius area of dim light or darkness, allowing them to hide as a bonus action on their next turn if they remain in the area.
  • The shadow of a creature or object becomes either blurred or unblurred, making its form either easier or harder to discern from the shape of the shadow. This effect lasts for up to 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Vampire’s Kiss

2nd-level enchantmentsang


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Varies (see below)
  • Classes: Bard, Warlock, Wizard

You infuse your lips with blood as you kiss another humanoid. The target must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you for 10 minutes for every point of damage taken casting the spell, ending early if you or your companions do anything harmful to it. The charmed creature falls hopelessly in love with you. When the spell ends, the creature knows it was charmed by you.

Wall of Bones

4th-level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a skeletal hand)
  • Duration: Concentration, up to 10 minutes
  • Classes: Blackguard, Cleric, Sorcerer, Warlock, Wizard

A wall of writhing bones and skeletons springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of three 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). Any creature that starts its turn next to a wall must make a Dexterity saving throw or take 1d8 bludgeoning damage and become restrained. The creature can make a Strength saving throw at the start of each of its turns, taking the same damage on a failure or freeing itself on a success.

The wall is an object that can be damaged and thus breached. Each panel has AC 10 and 20 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it.

 

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