Animate Blood
Transmutation Cantrip
- Casting Time: 1 Action
- Range: 5 feet
- Components: S
- Duration: Instantaneous, 1 hour, or 1 minute (see below)
AThrough your connection with the primal magic within blood. You may control it to create one of the following magical effects:
- You can shape spilled blood into tiny objects or creatures that you may animate at your discretion, this change lasts for 1 hour
- You may coagulate, freeze, or thin spilled blood. The blood reverts back to its original state after 1 hour.
- You can cause spilled blood to animate and float in bubbles, ribbons, or some other simple shape, that you may move to a point within range
- You may use spilled blood to create strings. You can use your action to control the blood strings for 1 minute to manipulate an object, open unlocked doors and containers, or do other simple tasks. The strings remain attached to you and have a range of 5 feet. The strings can't attack, activate magical items, or carry more than 5 pounds.
Classes: Blood Doctor
Optional Classes/Variant Classes: Warlock, Sorcerer
Blood Bubble
Conjuration Cantrip
- Casting Time: 1 Action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You sling a bubble of your blood. Choose one creature you can see within range, Make a ranged spell attack against the target. On hit, the bubble burst and the target takes 1d8 necrotic damage, the blood splatters against a different creature of your choice that you can see within 5 feet of it. The second creature takes necrotic damage equal to your spellcasting ability modifier.
This spell's damage increases when you reach certain levels. At 5th level the initial damage deals and extra 1d8 necrotic damage to the target on hit, and the necrotic damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level, and again at 17th level.
Classes: Blood Doctor
Optional Classes/Variant Classes: Warlock, Sorcerer
Broanain's Impaling Spears
3rd level Conjuration
- Casting Time: 1 Action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
Choose a point you can see within range on the ground. A pool of blood forms in a 20 foot radius. Creatures inside the radius must make a Dexterity saving throw. A creature takes 5d6 piercing damage on a failure and they are restrained. On a success they take half damage and are not restrained. The blood spears hardened in place and can be broken as an action.
at Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Classes: Blood Doctor
Optional Classes/Variant Classes: Warlock, Sorcerer
Extricate
Necromancy Cantrip
- Casting Time: 1 Action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You extract the life force of a creature you can see within range with your control over blood. The target must succeed on a Constitution saving throw or take 1d6 piercing damage. You may use that life to give yourself or another creature you can see within 30 feet 1d4 temporary hit points that go away at the end of your next turn.
This spells damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6)
Classes: Blood Doctor
Optional Classes/Variant Classes: Warlock, Sorcerer
Exsanguinate
5th level Necromancy
- Casting Time: 1 Action
- Range: 120 feet
- Components: V, S, M (A vial of dried blood)
- Duration: Instantaneous
You forcefully expel the blood from target creature within range. Target creature must succeed a Constitution saving throw or take 6d10 piercing damage and take one level of exhaustion. On a success they take half damage and do not take a level of exhaustion.
Classes: Blood Doctor
Optional Classes/Variant Classes: Warlock, Sorcerer
Unleashed Vigor
5th-level Necromancy
- Casting Time: 1 Action
- Range: Self (30 foot radius)
- Components: V, S
- Duration: Instantaneous
Piercing tendrils of blood are released from your body and extend outward from you. Each creature that you choose within 30 feet of you must succeed a Strength saving throw or take 3d10 piercing damage, and 3d10 necrotic damage, and you may move those creatures anywhere within the radius. A creature that succeeds on its saving throw takes half as much damage and isn't moved.
Classes: Blood Doctor
Optional Classes/Variant Classes: Warlock, Sorcerer
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