Sect of Blood Magic

by Jadeor

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Sect of Blood Magic

Sect of Blood Magic

All power demands sacrifice and pain. The universe rewards those willing to spill their life's blood for the promise of power.

-Sindri, Alpha Legion Sorcerer, Warhammer 40,000

An Arcane Tradition

Wizards of this sect are practitioners of an ancient but forbidden magic: that of blood. These dark wizards use blood to curse and hurt their enemies, but also to bind them to their will. Blood magic is also often called hemomancy.

Hemomancy Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy hemomamncy spell (see the Hemomancy Spell List, shown below) into your spellbook is reduced. For each level of the blood magic spell, the process of copying it only takes 30 minutes and costs 15 gp.

Hemomancy Spell List
Spell level Spells
Cantrips chill touch, life drain*, toll the dead
1st blood syphon*, false life, hideous laughter
2nd hold person, suggestion, wither and bloom
3rd bestow curse, life transference, vampiric touch
4th blight, locate creature, sanguine bond*
5th crimson vortex*, dominate person, hold monster, negative energy flood
6th circle of death, Otto's irresistible dance
7th power word: pain
8th dominate monster, Abi-Dalzim’s horrid wilting
9th power word: kill

*: spells marked with * are homebrew spells, they can be found here.

Blood Maledict

Also at 2nd level, you can use blood magic to curse your foes. As a reaction whenever a creature you can see within 60 feet of you takes damage, you can choose to deal yourself 1d4 necrotic damage to curse that creature with blood magic. This damage cannot be prevented in any way. The creature takes an additional 1d4 necrotic damage and is cursed for 1 minute or until you use this feature again. While a creature is cursed this way, you gain the following benefits against it:

  • Whenever you make a spell attack targeting the cursed creature or an ability check contested by the cursed creature, you can roll 1d4 and add the result to the attack roll or ability check.

Blood Offering, by Lisa Heidhoff

  • You can sense the creature's direction and distance from you for as long as it is cursed.

Sanguine Regeneration

Starting at 6th level, you can strengthen yourself through your magic. Whenever you cast a hemomancy spell, you gain 2 + the spell's level temporary hitpoints. If you would anyway gain temporary hitpoints by casting the spell, then you gain that many temporary hitpoints + 2 + the spell's level when you cast it instead.

Protective Curse

Starting at 10th level, you can use your blood magic to protect yourself from your foes. You gain the following additional benefits against creatures you curse with your Blood Maledict feature:

  • Whenever a creature cursed with your Blood Maledict feature attacks you, it must roll 1d4 and subtract the result from the attack roll.
  • Whenever the cursed creature forces you to make a saving throw, you can roll 1d4 and add the result to the saving throw.

Blood Mastery

Starting at 14th level, you have truly mastered blood magic. Your Blood Maledict feature gains the following benefits:

  • It now lasts indefinitely or until you use the feature again.
  • You always know how many hitpoints the cursed creature has so long as it is cursed.
  • Whenever the cursed creature makes a saving throw against a spell you cast, it must roll 1d4 and subtract the result from the saving throw.
  • You can cast hemomancy spells targeting the cursed creature as long as that creature is within 1 mile of you, regardless of range and regardless of whether you can see the cursed creature or not. You can only cast spells that have one target this way (spells that target only one creature are colored red in the Blood Magic Spell List).
 

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