Vampiric Spells

by KoatheDM

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By KoatheDM. Art by Warmtail.

Vampiric Magic





















  It said when one delves into vampirism, emotional attachments are withered and twisted into obsessions by Undeath. The vampires that knew the tricks of the arcane, the intriciates of spellcasting, sometimes keep their vigor for arcane knowledge, but with a new twisted desire to suffuse their arcane experiments with the esoteric power of blood. This dangerous and esoteric branch of magic is known as vampiric magic; and is largely spearheaded and researched by those Vampires that utilize their undeath and immortal forms to learn how they can use the lifeforce and soul of their victims to empower their spells and to bring magical ruin to others.

Empowered by Blood

  What makes vampiric magic so unique is that it thrives on the catalyst of fresh humanoid blood. The majority of these spells do not require the fresh blood of a humanoid that has been slain, but are instead enhanced and empowered by them. This potent catalyst must be from a humanoid that has been slain the past 24 hours; and spells that utilize such a catalyst consume the blood, but not the vampiric emblem used in the casting of the spell. Because vampiric magic is such a esoteric art, all vampiric magic spells need a vampiric emblem to be casted, a simple spellcasting focus simply will not do. The vampiric emblem can take many forms, such as a simple gilded crystal vial, an effigy with hollowed snake fangs, a hollow obsidian orb with crystal bat wings, or whatever else the caster desires, however they must have the ability to withhold blood.

But why must a catalyst be needed if one is already surrounded by blood? Worry not, little fledgeling, as some vampiric magic spells circumvent the need for freshly slain humanoid blood, as a creature who is naturally bloodied and bruised from heavy battle can count as this catalyst. But for healthy and hearty targets, sometimes a catalyst is required.




















How to Learn Vampiric Magic

  Vampiric magic is inherently stronger than traditional spellcasting, as they utilize the lifeforce of living creatures, their blood, to produce esoteric but powerful magical effects. As such, they are not designed to be taken by player characters upon character creation or learned upon leveling up in the traditional sense. Instead, these spells should be found as magical items or boons that are given throughout an adventurer’s journey. It is not uncommon that Vampires will bestow knowledge of these esoteric and ancient spells to their closest allies, and sometimes a scroll might go missing or may be stolen from vampires and so happened to make its way to an eccentric archmage’s library. Or perhaps, a grizzled vampire hunter or blood hunter knows of the dangers of these spells, and uses them against other evils and are willing to share this knowledge to a trusted companion.

If a character wants to learn a vampiric magic spell from an NPC, the character must take the downtime activity ‘Training’ as mentioned in Xanathar’s Guide to Everything Downtime Revisited, spending 50gp per week as opposed to 25. The character must have a friendly contact or favor with someone who knows a vampiric magic spell of at least 3rd level. At the end of the Training, the character may then add one vampiric magic spell that the contact knows to their list of Spells Known, provided it is of spell level that the character can cast.

Furthermore, if a character wishes to learn a vampiric magic spell of 5th level or higher, the time spent in training is doubled, and the price per keep in costs of arcane supplies is 200gp per week.

Prepared vs Known Casters

  When it comes to vampiric magic spells, if a character learns a vampiric magic spell it is either added to their spellbook as normal if they are a wizard, it is added to their number of spells known if they are a Bard, Sorcerer, Ranger, or Warlock, and if they are a Artificer, Druid, or Cleric; it is added to their spell list and is automatically prepared without counting against the number of prepared spells that the caster can prepare.

Bloodied

  As you begin to read through these vampiric magic spells, you may notice that many of the spells contain an addendum when a creature is ‘Bloodied.’ A creature is considered Bloodied when they have less than half of their total hit points.

Bloodletting

Not every character will have access to recently slain humanoids, as not every adventuring party is evil or a bunch of vampires or dhampirs. As such, you can use the Bloodletting optional rule, where a character can expend a hit die as an action to bloodlet themselves, where they do not lose or regain any hit points, but instead fill a vial with fresh humanoid blood that, for the purposes of vampiric magic, counts as blood from a humanoid that has been slain in the past 24 hours. This special ritualistic blood only stays fresh for 8 hours, as opposed to 24 hours. A character can Bloodlet themselves an amount of times equal to their Proficiency bonus before needing to take a long rest. If a character Bloodlets themselves any additional times over their proficiency bonus before they’ve taken a long rest, they gain a level of exhaustion.

By KoatheDM. Art by Warmtail.

Bloodbend

Necromancy cantrip


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: S, M (A vampiric emblem worth 25gp)
  • Duration: Instantaneous

One of the very first vampiric magic spells used by vampires to make blood more fresh, you can hold minute control over the flow and direction of blood, even going so far as to defy gravity. Upon casting this spell, you can choose for one of the following effects to occur,

  • You can draw, manipulate, or move 1 quart of blood up to 10 feet away. This cannot be done to a living creature unless the blood loss is negligible.
  • You can chill or warm the blood of a willing creature or 1 gallon of blood for up to 1 minute.
  • You can revitalize 1 gallon of blood as if it were freshly harvested, if the blood is no more than 7 days old.
  • You can force a creature you can see with blood within range to make a Strength saving throw or be knocked prone, drop a weapon or item they are holding, or sit down.

Classes: Cleric, Druid, Sorcerer, Warlock, Wizard



Sanguine Divination

Divination cantrip


  • Casting Time: 1 minute
  • Range: Unlimited
  • Components: V, S, M (A vampiric emblem worth 25gp and a drop of blood of the target of this spell)
  • Duration: Instantaneous

As part of casting this spell, you must consume at least a drop of blood, where the creature the blood belongs to becomes the target of this spell as you are filled with sanguine divination. After this divining process you learn the general direction the target is in, if they are within 2 miles of your current location, and if the target was Poisoned or Diseased at the time they bled and left this blood.

Furthermore you can discern whether or not the target is superior or inferior to you in one of these three categories,

  • Maximum hit points
  • Constitution score
  • Strength score

Classes: Cleric, Druid, Sorcerer, Warlock, Wizard

By KoatheDM. Art by Warmtail.

Claret Blade

Necromancy cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (A weapon worth at least 1cp and a vampiric emblem worth 25gp)
  • Duration: 1 round

Your blood rushes to coat the weapon used in the spell’s casting and you make a weapon attack with it against one creature within the weapon’s range. On a hit, the target suffers the weapon attack’s normal effects, and the cursed blood is suffused into their body. Before the start of their next turn, if the target takes necrotic damage from any source other than this spell, the cursed blood erupts and they take an additional 1d8 necrotic damage.

As part of casting the spell, you can consume an ounce of blood from a humanoid that has been slain in the past 24 hours to deal additional Necrotic damage on hit equal to your Spellcasting ability modifier.

At 5th level, the weapon attack deals an extra 1d8 necrotic damage to the target on a hit, and the damage the target takes when the cursed blood erupts increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).


Classes: Bard, Cleric, Sorcerer, Warlock, Wizard


Vampiric Claw

Necromancy cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S, M (A vampiric emblem worth 25gp)
  • Duration: 1 round

Your fingernails blacken and extend to that of a vampire spawn’s, and you slash at a target within range. Make a melee spell attack. On hit, you deal 1d8 slashing damage and gain temporary hit points equal to half of the damage dealt.

As part of casting the spell, you can consume an ounce of blood from a humanoid that has been slain in the past 24 hours to gain temporary hit points equal to the damage dealt. If you are bloodied, you do not need to consume the blood to gain this effect.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).


Classes: Druid, Sorcerer, Warlock


Binding Blood

1st level transmutation


  • Casting Time: 1 reaction
  • Range: 15 feet
  • Components: V, S, M (A vampiric emblem worth 25gp)
  • Duration: 1 round

Upon taking damage equal to or higher than your character level, you can evoke the resulting blood from your wounds to wrap around a target you can see within range and harden around them, where they must succeed on a Dexterity saving throw or become Restrained until the end of your next turn.

As part of casting the spell, you can consume an ounce of blood from a humanoid that has been slain in the past 24 hours to target two creatures you can see within range as opposed to one. If you are bloodied, you do not need to consume the blood to gain this effect.


Classes: Bard, Cleric, Paladin, Ranger, Sorcerer, Warlock, Wizard


By KoatheDM. Art by Warmtail.

Hemophilia

1st level necromancy


  • Casting Time: 1 reaction
  • Range: 60 feet
  • Components: S, M (A vampiric emblem worth 25gp)
  • Duration: 1 minute

When you see a creature with blood take piercing or slashing damage within range, you can reach out and force their wound to immediately rupture and continue to excessively bleed. The target immediately takes an additional 1d8 necrotic damage and has a grievous wound. While the target has a grievous wound, they take 2d6 necrotic damage at the start of each of their turns. At the end of each of their turns, the target can make a Constitution saving throw, ending this effect upon success. This effect also ends if the target regains any hit points or an action is taken to staunch the bleeding.

As part of casting the spell, you can consume an ounce of blood from a humanoid that has been slain in the past 24 hours to deal an additional 1d8 necrotic damage immediately upon casting this spell. If the target is bloodied, you do not need to consume the blood to gain this effect.


At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the target takes an additional 1d8 initial necrotic damage per spell level above 1st.


Classes: Bard, Sorcerer, Warlock, Wizard


Magnetic Purpura

1st level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (A vampiric emblem worth 25gp)
  • Duration: Instantaneous

You induce a painful almost magnetic pull against a target you can see within range that has blood, where all the blood in their body is forcibly pulled in your direction. The target must succeed on a Constitution saving throw or take 3d8 necrotic damage and be pulled 10 feet closer to you, only taking half damage on success.

As part of casting the spell, you can consume an ounce of blood from a humanoid that has been slain in the past 24 hours to pull the target an additional 10 feet closer to you. If the target is bloodied, you do not need to consume the blood to gain this effect.


At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the target takes an additional 1d8 necrotic damage per spell level above 1st.


Classes: Sorcerer, Warlock, Wizard


Sanguine Amplification

1st level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (A vampiric emblem worth 25gp)
  • Duration: 10 minutes

You reach out and cause a willing target’s body to begin to magically empower itself, where their heart beats 5 times faster than it normally would and their bodily functions are magically sped up and enhanced, as physical energy practically overflows out of their muscles. The target expends a hit die unless they are Bloodied or you consume an ounce of blood from a humanoid that has been slain in the past 24 hours, and their lifespan is reduced by 1d10 hours. For the duration of the spell they gain the following benefits,

  • Their jump distance is doubled
  • Their speed is increased by 10 feet
  • They count as one size larger for the purposes of pushing, pulling, lifting, or grappling

Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard


By KoatheDM. Art by Warmtail.

Vampiric Vitality

1st level necromancy


  • Casting Time: 1 reaction
  • Range: 15 feet
  • Components: V, S, M (A vampiric emblem worth 25gp)
  • Duration: Special

When a willing creature within range gains temporary hit points, you can corrupt their temporary constitution with vampiric vitality that undeath grants. The target expends a hit die unless you consume an ounce of blood from a humanoid that has been slain in the past 24 hours, and as long as the target has temporary hit points or until 1 hour has passed, the target gains a +1 bonus to AC and their walking speed increases by 10 feet.


Classes: Warlock, Wizard

By KoatheDM. Art by Warmtail.

Sanguine Hooks

2nd level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (A vampiric emblem worth 25gp)
  • Duration: 1 minute

You cause bloody tendrils to erupt from your person to grasp and dig at a target you can see within range. Make a melee spell attack. On hit, you deal 5d6 necrotic damage and the target is tethered by your bloody hooks. While tethered, the target must expend 3 feet for every 1 foot moved if they are moving away from you. This tether ends if you or the target are more than 30 feet apart.

As part of casting the spell, you can consume an ounce of blood from a humanoid that has been slain in the past 24 hours to deal an additional 2d6 necrotic damage. If you are bloodied, you do not need to consume the blood to gain this effect.


At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the target takes an additional 1d6 necrotic damage per spell level above 2nd.


Classes: Paladin, Sorcerer, Warlock, Wizard


Cerebral Imbibement

2nd level necromancy


  • Casting Time: 1 minute (ritual)
  • Range: Touch
  • Components: V, S, M (A vampiric emblem worth 25gp)
  • Duration: 8 hours

Inspired by the unholy matrimony of Mind Flayers and Vampirism, you siphon the cerebral fluids from a humanoid corpse that has been dead no longer than 10 minutes, where you gain proficiency in one tool, skill, or weapon that the creature had in life for the duration of this spell. Any ability checks made with the skill or tool they possessed are made with advantage.


Classes: Cleric, Druid, Warlock, Wizard

Claret Virulence

2nd level necromancy


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (A vampiric emblem worth 25gp)
  • Duration: Instantaneous

You can use the virulence of disease or poison to spread from one creature’s blood to another. When you cast this spell, you can force the blood of a creature you can see within range who is suffering from a disease or is currently affected by the Poisoned condition to transfer to another creature you can see within range. The target must succeed on a Constitution saving throw or contract the disease or become Poisoned in the same way the original afflicted creature is.

As part of casting the spell, you can consume an ounce of blood from a humanoid that has been slain in the past 24 hours to instead forgo using another diseased or poisoned creature as a conduit, instead subjecting the target of this spell to whatever poison or disease the blood contained.


Classes: Cleric, Druid, Wizard

Gruesome Feast

2nd level necromancy


  • Casting Time: 1 minute (ritual)
  • Range: Touch
  • Components: V, S, M (A vampiric emblem worth 25gp)
  • Duration: 1 hour

You fundamentally alter your hunger and physical desires to that of a ravenous vampire’s, and you magically consume a humanoid body that has died in the past 10 minutes. This spell fails if there is no body to consume, or if the body has been dead for longer than 10 minutes. Immediately after consuming the corpse, you regain 3d8 hit points and you gain 3d8 temporary hit points that last for 1 hour. While you have these temporary hit points, your speed increases by 10 feet.

If you are a dhamphir or vampire, you gain 5 additional hit points and 5 additional temporary hit points.

If you cast this spell again within 8 hours of casting this spell, the dangerous and archaic hunger you call upon grows exponentially, and you expend hit dice equal to your Proficiency bonus. If you do not have enough hit dice to expend, you expend as much as you can, and you gain one level of exhaustion.


Classes: Warlock, Wizard


Bloodpulse

3rd level necromancy


  • Casting Time: 1 action
  • Range: Self (40 foot radius)
  • Components: V, S, M (A vampiric emblem worth 150gp)
  • Duration: Instantaneous

By raising your hand in the air you produce a pulsing wave of negative energy that causes the blood of all targets of your choice within 40 feet of you to rot and wither away, where they must succeed on a Constitution saving throw or take 8d6 necrotic damage, halved on success.

As part of casting the spell, you can consume an ounce of blood from a humanoid that has been slain in the past 24 hours to deal an additional 2d6 necrotic damage.


Classes: Paladin, Sorcerer, Warlock, Wizard


Bolstered Blood

3rd level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (A vampiric emblem worth 150gp)
  • Duration: Concentration, up to 1 hour

You force the blood of a friendly creature you can touch to harden and accelerate, increasing their physical defenses beyond what is normal. For the duration of the spell, the target gains resistance to bludgeoning, piercing, and slashing damage and their AC increases by 1. This spell takes a heavy toll on the target’s body, and unless the target is bloodied or you consume an ounce of blood from a humanoid that has been slain in the past 24 hours, they gain 1 level of exhaustion once the spell ends.


Classes: Cleric, Druid, Sorcerer, Warlock, Wizard


By KoatheDM. Art by Warmtail.

Flesh of the Megalesian

3rd level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (A vampiric emblem worth 150gp filled with blood from a humanoid that has been slain in the past 24 hours)
  • Duration: 1 minute

You reach out and target a willing creature within range, where their blood expands, contorts, and begins to repair itself. As part of casting this spell, if you do not consume the blood used in the material component of this spell or target a creature that is bloodied, this spell fails. For the duration, whenever the target takes an instance of damage, they regain 1d8 hit points as their blood bubbles and hardens, quickly healing the target. The target can only regain hit points from this spell once per turn and when they are reduced to 0 hit points, the spell ends.

When this spell ends, the target’s lifespan is reduced by 1d6 hours.


Classes: Cleric, Sorcerer, Warlock, Wizard


Bloodboil

4th level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (A vampiric emblem worth 300gp)
  • Duration: Concentration, up to 1 minute

You force a target you can see within range to make a Constitution saving throw or have their blood begin to boil within their own body. If the target does not have blood, this spell fails. On a success, the target immediately takes 8d6 fire damage and the spell ends. On a failure, the target has their speed reduced by 10 feet, and at the start of each of their turns they take 8d6 fire damage. At the end of each of their turns, they can remake the initial saving throw, ending the spell on a success.

As part of casting the spell, you can consume an ounce of blood from a humanoid that has been slain in the past 24 hours to deal an additional 3d6 initial fire damage. If the target is bloodied, you do not need to consume the blood to gain this effect.


At higher levels: When you cast this spell using a spell slot of 6th level or higher, the target takes an additional 1d6 initial fire damage per spell level above 5th.


Classes: Cleric, Sorcerer, Warlock, Wizard


Crimson Puppet

4th level necromancy


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (A vampiric emblem worth 300gp)
  • Duration: Concentration, up to 1 round

You pull on the blood of a creature you can see within range that has blood, where you alter what action they must take on their next turn. The target must succeed on a Constitution saving throw or be affected by the spell. On a failure, you choose where the target moves on their next turn, and what general action they must take. The target must then act accordingly and take whatever action aligns closest to what you are forcing them to do. For example, if you forced a target to hide, they may move to cover and take the Hide action, or if you compelled a target to heal your ally, they may attempt a Wisdom (Medicine) check on one of your allies or magically heal them if they are able to. You cannot compel a target to take any harmful actions against any of its allies or against itself, and similarly you cannot compel a target to walk into an obvious trap or a deadly hazard.


Classes: Bard, Warlock, Wizard


Esoteric Thirst

5th level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (A vampiric emblem worth 300gp)
  • Duration: Instantaneous

You channel an esoteric and dangerous magic that temporarily brings about a primordial and ancient desire to consume blood that can bring about severe magical consequences if this magical thirst you’ve induced is not sated. Upon casting this spell, make a melee spell attack against a target you can see within range that has blood, where you immediately move to a space within 5 feet of the target without provoking attacks of opportunity. On a miss, you immediately expend 5 hit dice. If you do not have enough hit dice to expend, you expend as much as you can, and you gain one level of exhaustion. On a hit, you deal 12d6 necrotic damage and regain hit points equal to half of the damage dealt.

As part of casting the spell, you can consume an ounce of blood from a humanoid that has been slain in the past 24 hours to regain an additional 3d6 hit points if you hit. If the target is bloodied, you do not need to consume the blood to gain this effect.


Classes: Warlock, Wizard


By KoatheDM.

Exsanguinate

5th level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (A vampiric emblem worth 300gp)
  • Duration: Instantaneous

You pull an abhorrent amount of blood from a target you can see within range that has blood. The target must succeed on a Constitution saving throw or take 6d10 necrotic damage, halved on success. If the target fails their saving throw by 5 or more, they gain a level of exhaustion. Furthermore, if you have empty containers within 5 feet of you or on your person, you can fill these containers with up to a fourth of the target’s total amount of blood.

As part of casting the spell, you can consume an ounce of blood from a humanoid that has been slain in the past 24 hours, where the target becomes exhausted if they fail their saving throw by 3 as opposed to 5. If the target is bloodied, you do not need to consume the blood to gain this effect.


Classes: Warlock, Wizard


By KoatheDM. Art by Warmtail.

Wings of Rot

6th level necromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (A vampiric emblem worth 750gp filled with blood from a humanoid that has been slain in the past 24 hours)
  • Duration: 1 hour

Your blood bursts from your shoulders and stitches itself together into a pair of rotting crimson wings. For the duration of the spell, you have a flying speed equal to two times your walking speed, and as a bonus action, you can make two melee spell attacks with these wings, dealing 3d10 necrotic damage on hit.

As part of casting the spell, you must consume the blood used in the material component of this spell, or the spell fails. However, if you are bloodied, you do not need to consume the blood to cast this spell.


Classes: Cleric, Druid, Sorcerer, Warlock, Wizard


Harrowing Reprieve

6th level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (A vampiric emblem worth 750gp filled with blood from a humanoid that has been slain in the past 24 hours)
  • Duration: Instantaneous

A foul mimicry of divine magic, you reach out and touch a willing creature, where their body undergoes months of regeneration in mere seconds. The target regains 70 hit points, they are amerolirated of any diseases or poisons affecting them, any lingering injuries they have are cured, any limbs that they have lost are regrown, and their nails and hair grow as if 1d10 months have passed.

However this spell has a great toll on their body, and their lifespan is reduced by 1d10 years, and they must succeed on a Constitution saving throw, gaining 1 level of exhaustion on a failure.


Classes: Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard


Changelog

  • Version 1.2
    • Changed material component requirements to be more clarified on whether or not fresh humanoid blood was needed for the casting of the spells
    • Grammatical and formatting fixes
    • Added art
    • Gruesome Feast now grants additional boons to vampire characters
  • Version 1.1
    • Added Flesh of the Megalesian, Bloodboil, Crimson Puppet, Esoteric Thirst, Exsanguinate, Harrowing Reprieve, and Wings of Rot
    • Clarified vampiric emblem rulings
  • Version 1.0
    • Initial release

More!

  This homebrew was made by KoatheDM, and you can find more homebrew content on Patreon! I also have an Instagram account, Reddit account where I post and tease other homebrew content by the name of KoatheDM, and a Twitter where I also tease upcoming content! This document was made through GMBinder. Art by Warmtail.


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