Contents 3 Bloodborne Class 7 Sanguine Callings 7 Anathema 7 Martyr 8 Reaver 9 Bloodborne Spell List

10 Hemomancy Spells 10 1st Level 11 2nd Level 11 3rd Level 12 4th Level 13 5th Level

15 Changelog Credits Created by /u/EmperorAiselore.

Playtesters: /u/tomgrenader, /u/Crabholster

Current Version: 1.4

Cover image: A Butcher Crowley by Anastasia Bulgokova

Other Artists In Order of Appearance: Map Border by

joey-and-rattata, The Blood Mage by Karina S., Bleach 506: Bankai: Zanka No Tachi by NanFe, blood magic....ooor ..so i started drawing a head. by nebezial, Blood Mage portrait by EwaLabak, Connis Blood Weaver by anotherdamian, Skyrim Blood Mage by Randy Toroni, Dahaka the beast of Time by TheSyanArt, Blood Magic by Marcel Marcado, Boilborn by Paizo, The blood mage by sagasketchbook, and blood magic by vesner

Special Thanks to: /u/Leuku for his absolutey fantastic "Guide to Balancing (and Judging the Balance of) Homebrew Classes", /u/AeronDrake for his wonderful "Homebrewery Formatting Guide", and /u/QalarValar for his amazing resource "Watercoloring in the Homebrewery". I couldn't have done it without you guys! Also thank you to the guys who put together the UnearthedArcana google drive! That stuff was invaluable! Finally, big shoutout to all those that gave me feedback, especially /u/brittommy, /u/Leuku, and /u/Rain-Junkie!

Made with The Homebrewery











On the cover In this blood soaked scene illustrated

by Anastasia Bulgokova, the bloodborne

Lucius Dregovair raises his crimson

blade in triumph as his companion behind

him looks for a sandwich.



























Disclaimer: Emperor Aiselore is not to be held responsible for any beings made from animated blood that may or may not appear the next time you accidentally get a paper cut. They will not pay for any damages, nor will they perform any prestidigitation cantrips to clean up any stains. Just stop concentrating on the thing and it'll go away. I promise. <div style='margin-top:125px';'margin-left:px'> ## Bloodborne Breathing heavily, grim and bloody, an elf raises her

blade as she charges toward an orcish chieftan. As

her weapon strikes home, blood begins to siphon from

the wound, draining the life from the orc. The elf smiles as

her wounds knit closed. Grasping his warhammer, a dwarf draws a simple shape in blood. He roars as his veins begin to burn and his weapon begins weeping blood. He swings the hammer into a vrock's side, once, then twice. As he pulls back, the wounds he inflicted are bleeding heavily. His blood continues to blaze within him as he hefts his hammer, ready to deal more blows. A tired and bloodied human watches as her companion falls to the crushing blow of a massive club wielded by a hill giant. Focusing the bloody power within her, she wills her ally's wounds to heal. Her ally staggers back to consciousness as her own wounds begin to fade as well. Bloodbornes are wielders of the art of hemomancy, a twisted form of blood magic. As they become injured, their well of power grows and when it is unleashed, it closes their wounds and restores their vigor. They are frontline combatants with legendary staying power, but their curse makes outside sources of healing ineffective. ### Survivors of a Deadly Disease All bloodbornes have one thing in common: they each have had some kind of deadly disease of the blood. Whether it be genetic, caused by a foreign agent, or of magical origin, they all would have certainly died if not for the magic in their veins. As their disease runs its course, the latent power in their blood slowly awakens and grows. It is only when they reach the point of near death that their true potential to harness the hemomantic arts is discovered. They make a miraculously swift recovery and notice that as they get hurt, they feel more powerful. Some channel this power into fury, becoming deadly warriors on the battlefield. They attack with ferocity and are unrelenting, knowing that when they get injured, they will only bring more pain to their foes. Others are drawn more towards the healing aspect of their ability. They learn to heal their companions and in doing so, heal themselves. Yet others are drawn towards the darker aspects of hemomancy, the cursing and ruination of those they prey upon. ### Feared and Revered Those that practice the art of hemomancy are often found on the fringes of society. Due to the grisly way their power manifests, they are frequently shunned or driven out. Some bloodbornes fully embrace their new role and become evil forces of destruction. Some simply take to the life of an



## Bloodborne Breathing heavily, grim and bloody, an elf raises herblade as she charges toward an orcish chieftan. Asher weapon strikes home, blood begins to siphon fromthe wound, draining the life from the orc. The elf smiles asher wounds knit closed. Grasping his warhammer, a dwarf draws a simple shape in blood. He roars as his veins begin to burn and his weapon begins weeping blood. He swings the hammer into a vrock's side, once, then twice. As he pulls back, the wounds he inflicted are bleeding heavily. His blood continues to blaze within him as he hefts his hammer, ready to deal more blows. A tired and bloodied human watches as her companion falls to the crushing blow of a massive club wielded by a hill giant. Focusing the bloody power within her, she wills her ally's wounds to heal. Her ally staggers back to consciousness as her own wounds begin to fade as well. Bloodbornes are wielders of the art of hemomancy, a twisted form of blood magic. As they become injured, their well of power grows and when it is unleashed, it closes their wounds and restores their vigor. They are frontline combatants with legendary staying power, but their curse makes outside sources of healing ineffective. ### Survivors of a Deadly Disease All bloodbornes have one thing in common: they each have had some kind of deadly disease of the blood. Whether it be genetic, caused by a foreign agent, or of magical origin, they all would have certainly died if not for the magic in their veins. As their disease runs its course, the latent power in their blood slowly awakens and grows. It is only when they reach the point of near death that their true potential to harness the hemomantic arts is discovered. They make a miraculously swift recovery and notice that as they get hurt, they feel more powerful. Some channel this power into fury, becoming deadly warriors on the battlefield. They attack with ferocity and are unrelenting, knowing that when they get injured, they will only bring more pain to their foes. Others are drawn more towards the healing aspect of their ability. They learn to heal their companions and in doing so, heal themselves. Yet others are drawn towards the darker aspects of hemomancy, the cursing and ruination of those they prey upon. ### Feared and Revered Those that practice the art of hemomancy are often found on the fringes of society. Due to the grisly way their power manifests, they are frequently shunned or driven out. Some bloodbornes fully embrace their new role and become evil forces of destruction. Some simply take to the life of an adventurer, never staying in one place long enough to draw notice. Others gravitate towards mercenary forces to employ their skills as hired killers. While there are those who would fear and discriminate against bloodbornes, there are others who are enamored by, or recognize the grisly importance of, those who take in the blood. Ultimately, their power stems from their own life force and the healthier the bloodborne, the more they can bleed, and the more powerful they become. Though they are ostracized by society as a whole, bloodbornes make a powerful addition to an adventuring party, bringing stamina and raw strength to the battlefield.

The Bloodborne Level Proficiency Bonus Features Blood Dice/Long Rest Maximum Burst Spells Known 1st 2nd 3rd 4th 5th 1st +2 Bloodborne's Curse, Power From Pain 1 2 — — — — — — 2nd +2 Fighting Style, Spellcasting, Hemogenesis 1 2 2 2 — — — — 3rd +2 Sanguine Calling 1 2 3 3 — — — — 4th +2 Ability Score Improvement 1 2 3 3 — — — — 5th +3 Extra Attack 2 3 4 4 2 — — — 6th +3 Accelerated Healing 2 3 4 4 2 — — — 7th +3 Sanguine Calling feature 2 3 5 4 3 — — — 8th +3 Ability Score Improvement 2 3 5 4 3 — — — 9th +4 ─ 2 4 6 4 3 2 — — 10th +4 Burning Blood, Unending Breath 2 4 6 4 3 2 — — 11th +4 Sanguine Calling feature 2 4 7 4 3 3 — — 12th +4 Ability Score Improvement 2 4 7 4 3 3 — — 13th +5 ─ 3 5 8 4 3 3 1 — 14th +5 Grisly Harvest 3 5 8 4 3 3 1 — 15th +5 Sanguine Calling feature 3 5 9 4 3 3 2 — 16th +5 Ability Score Improvement 3 5 9 4 3 3 2 — 17th +6 ─ 3 6 10 4 3 3 3 1 18th +6 Blood Sibling 3 6 10 4 3 3 3 1 19th +6 Ability Score Improvement 3 6 11 4 3 3 3 2 20th +6 Blood Rush 3 6 11 4 3 3 3 2 Creating a Bloodborne The most important thing to consider when creating a bloodborne is the origin and nature of the disease that unearthed your hidden skill in hemomancy. Is it a genetic disease that appeared in your bloodline ages ago but only expresses intermittently? Did you catch a disease during a particularly nasty epidemic and were the sole survivor thanks to your hemomancy? Or is it a magical curse that you picked up while searching some long forgotten ruins? How did your hemomancy first manifest? Did it frighten others and leave you an outcast? Or did you hide your ability for fear of the backlash? Or is hemomancy a revered practice in your society? Which direction do you feel your blood calling you towards? Do you yearn to heal your friends and family? Are you consumed by bloodlust? Or are you more interested in the arcane aspect of your power? Quick Build You can make a bloodborne quickly by following these suggestions. First, Constitution should be your highest ability score, followed by either Dexterity or Strength. Second, choose the Hermit background. Class Features As a bloodborne, you gain the following class features. Hit Points Hit Dice: 1d8 per bloodborne level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bloodborne level after 1st

Hit Points Are Important! The bloodborne class relies heavily on having higher than average hit points. This is due to the fact that you only really need 2 stats for this class to perform well. Bad rolls on hit points for higher levels can have a large impact on the power and enjoyment of the class. It is recommended that you opt to take the average instead of rolling for hit points. But it's your game! Live on the edge if you'd like!

Proficiencies Armor: Light armor, medium armor

Weapons: Simple weapons, martial weapons

Tools: None

Saving Throws: Constitution, Charisma

Skills: Choose two from Acrobatics, Athletics, Intimidation, Medicine, Survival, and Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) scale mail or (b) leather armor

(a) a dungeoneer's pack or (b) an explorer's pack

Two martial weapons

Two daggers Bloodborne's Curse Healing from sources other than your bloodborne class features have no effect on you with the exception of healing you for 1 hit point if you are dying. Additionally, your hit points can not be increased by magical means. Power From Pain The ordeal you suffered when your Bloodborne's Curse manifested has given you the ability to channel your pain into power. When you receive damage, your power well grows. This power is represented by blood dice which are d6s. Keep a tally when you lose hit points. Temporary hit points lost do not add to this tally. For every 10 hit points you lose, you gain 1 blood die. You are able to expend your blood dice to unleash a burst of bloody power and heal your injuries. Every time you spend a blood die, you heal for the number rolled. You lose all unexpended blood dice when you fall asleep, enter into a trance, or finish a long rest. You also lose one blood die when you are reduced to 0 HP. You gain the number of blood dice in the bloodborne table when you finish a long rest. You also gain the following abilities: Siphon Strike When you hit a single creature with a melee weapon attack, you can expend a number of blood dice equal to up to your maximum burst to deal necrotic damage to the target, in addition to the weapon’s damage. The extra damage is equal to the number rolled on the blood dice. Hemomantic Surge When you cast a bloodborne spell with a save DC, you can expend blood dice to make a failure more likely. You can spend a number of blood dice equal to the spell’s level to impose disadvantage on a single target's initial saving throw. Fighting Style At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting When you roll a 1 or a 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Spellcasting By 2nd level, you have begun to harness the hemomantic ability within your blood to cast spells, much as a sorcerer does. See chapter 10 of the PHB for the general rules of spellcasting and the end of this document for the bloodborne spell list. Spell Slots The bloodborne table shows how many spell slots you have to cast your spells of 1st level or 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. Spells Known of 1st Level and Higher You know two 1st level spells of your choice from the bloodborne spell list. The Spells Known column of the Bloodborne table shows when you learn more bloodborne spells of your choice. Each of these spells must be of a level for which you have spell slots. Additionally, when you gain a level in this class, you can choose one of the bloodborne spells you know and replace it with another spell from the bloodborne spell list, which also must be of a level for which you have spell slots.







Spellcasting Ability Constitution is your spellcasting ability for your bloodborne spells, since your magic is drawn from your lifeblood. 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 bloodborne 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 Spellcasting Focus You can use your own blood as a spellcasting focus for your bloodborne spells, but in order to do so, you must be missing hit points. You can use a bonus action to cause yourself to bleed (eg. prick with a pin, bite a finger, etc.) to deal 1 point of damage to yourself. Hemogenesis Also at 2nd level, you gain the ability to generate blood dice using your hemomantic abilities. As a bonus action, you can expend a spell slot to gain blood dice. The number of blood dice generated is equal to the level of the spell slot expended, up to a maximum of 4. Sanguine Calling At 3rd level, the latent energy within your blood is awoken and you are drawn towards a specific utilization of your hemomantic ability. Chose from the following callings: Call of the Anathema, Call of the Martyr, or Call of the Reaver, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. Those features include calling spells. Calling Spells Each calling has a list of associated spells. You learn these spells at the levels specified in the calling description. Once you learn a calling spell, it cannot be swapped out for a different spell. Calling spells don’t count against the number of spells you know as outlined in the bloodborne table. If you learn a calling spell that doesn’t appear on the bloodborne spell list, the spell is nonetheless a bloodborne spell for you. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

































Accelerated Healing At 6th level, your body has grown accustomed to rapid fluctuations in health and has honed the process to become exponentially faster. As an action, you can choose to expend a number of hit dice up to your maximum burst to heal yourself. You do not add your Constitution modifier to hit dice spent this way. Burning Blood At 10th level, your blood burns away any toxins, poisons, or foreign agents introduced into your system. You are immune to disease and the poisoned condition and have resistance to poison damage. Unending Breath Also at 10th level, you have mastered the manipulation of your own blood to a point that you can hyper oxygenate it at will. You can hold your breath for a number of hours equal to your Consitution modifier. Grisly Harvest At 14th level, you have become adept at harvesting the latent magic in the blood of your prey. When you land a killing blow, or as an action on a creature that has been dead for less than 1 minute, you can draw upon their lifeblood to regain a spell slot of 2nd level or lower. This ability only works on creatures with blood (DM's discretion). Once you use this ability, you can't use it again until you finish a short or long rest. Blood Sibling At 18th level, your total mastery of hemomancy has given you the ability to call upon the pain of another to fuel your magic. As part of a long rest, you can make a blood pact with a willing humanoid. The pact takes 10 minutes and includes a ritual where your blood is mingled one with the other, typically by cutting the palms and clasping hands. You can only have one blood sibling at a time. Making a new bond will break the old one. Your link gives the following benefits: Avenging Fury. The first time in a day your blood sibling falls below half their maximum hit points, and again when they die, you immediately gain 5 blood dice. Buoying Bond. Your blood sibling gains 10 maximum hit points while bonded to you.



Familial Ties. You each always know the relative location of your blood sibling. In addition, you also sense any strong emotions they experience and have a vague idea of their physical health. This effect only works as long as you are both on the same plane of existence. Thicker Than Water. When you and your blood sibling are within 5 feet of each other, you can each take the help action as a bonus action instead. Blood Rush At 20th level, the anticipation of combat causes your hemomantic power to swell within you as your pulse quickens. If you have 3 or fewer blood dice when you roll initiative, you immediately gain 3. Sanguine Callings As a bloodborne's power grows, they find that their blood will call to them. This manifests as a yearning deep within them to follow down a specific path. Anathema The calling of the anathema is to sow discord and curse their foes. Bloodbornes that follow this calling are typically more focused on bringing hexes down on their enemies, crippling their defenses and bring ruin where they will it. Calling Spells You gain calling spells at the bloodborne levels listed. Anathema Calling Spells Bloodborne Level Spells 3rd hex 5th blindness/deafness 9th bestow curse 13th phantasmal killer 17th geas Crushing Scourge When you choose this calling at 3rd level, you gain the ability to use your blood magic to curse your foes. You can use a bonus action and expend a blood die to target a creature within 60 feet of you. The creature must succeed on a Constitution saving throw against your spell save DC, or else have their AC, attack rolls, or saving throws (your choice) reduced by an amount equal to the result of your blood die until the start of your next turn. Cursed Soul Also at 3rd level, whenever you are targeted by a spell or effect that involves being cursed, such as Bane, Bestow Curse, or similar effects, you have advantage on the saving throw. Scarlet Mask At 7th level, you gain the ability to impersonate someone whose blood you have ingested. When you injest a thimbleful of a humanoid's blood, you can cast the spell disguise self. The disguise must be that of the individual whose blood you have ingested. As long as the spell is active, your voice also changes to match that of the individual's as well. Improved Crushing Scourge At 11th level, any blood dice you expend with your Crushing Scourge feature are d8s instead of d6s. Additionally, the cost to use your Hemomantic Surge is decreased by 1 when it effects a creature affected by Crushing Scourge. Blood Link At 15th level you gain the ability to link yourself to another. As an action, you can expend 3 blood dice to choose a creature that you can see. The target must make a Wisdom saving throw or be cursed, your life forces linking together. This curse is treated as a 5th level spell that requires concentration. Whenever you lose hit points, the target loses an equal amount of hit points. Upon reaching half health, the target can make a saving throw at the end of each of its turns, ending the effect on itself on a success. Martyr The calling of the martyr is one of sacrifice for others. Bloodbornes that follow this calling never hesitate to take a blow for a friend, knowing they can shrug it off much easier. They also specialize in healing their allies, closing their own wounds in the process. Calling Spells You gain calling spells at the bloodborne levels listed. Martyr Calling Spells Bloodborne Level Spells 3rd bless 5th warding bond 9th revivify 13th death ward 17th greater restoration

Interpose When you choose this calling at 3rd level, you gain the ability to draw a foe’s attack to yourself while protecting one of your companions. When a creature that you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to take the attack in place of the target. You switch spaces with the target and the attack automatically hits you with no attack roll taking place. Sacrifice Also at 3rd level, you can use an action to expend a number of blood dice up to your maximum burst to heal or hurt a creature within 30 feet of you. The healing or damage is equal to the number rolled on the expended blood dice. When hurting a creature, they must make a Constitution saving throw, taking half damage on a success. You can also choose to forego the healing you recieve from blood die expenditure to double the result of the roll. You make this decision after seeing the result of the roll. The number of creatures you can affect increases when you reach certain levels in this class, increasing to 2 at 9th, and 3 at 15th. Bedside Manner At 7th level, your skill with healing and sense of empathy have matured and grown. You gain proficiency in the medicine skill. If you are already proficient in the medicine skill, you instead double your proficiency bonus when making a medicine check. You also have advantage on Charisma based skill checks made when interacting with wounded creatures. Improved Sacrifice At 11th level, any blood dice you expend for a martyr feature are d8s instead of d6s. Additionally, if you roll a 1 or a 2, you can choose to reroll it. If you do so, you must take the second result. Life From Death At 15th level, when you are reduced to zero hit points, you can use your reaction to expend any number of blood dice, healing all allies within 30 feet of you an amount equal to the result. You heal from the blood dice expenditure as usual. You must take a long rest before using this ability again. Reaver The call of the reaver is one of bloodshed and massacre. Bloodbornes that follow this calling are consumed by their bloodlust. They become enamored with pain and seek it out by throwing themselves into the fray. They channel all of their hemomantic abilities into their attacks, causing havoc. Calling Spells You gain calling spells at the bloodborne level listed. Reaver Calling Spells Bloodborne Level Spells 3rd inflict wounds 5th magic weapon 9th haste 13th freedom of movement 17th steel wind strike











































Furious Blows At 3rd level, when you use your Siphon Strike ability, your blows hit with such intensity that creatures near your target are damaged as well. You can choose to deal the same damage that is rolled on your blood dice to one creature that is within 5 feet of your target. You do not heal for the extra damage dealt to creatures other than your target. The number of adjacent creatures you can damage increases when you reach certain levels in this class, increasing to 2 at 7th, 3 at 11th, and any number at 15th. Rampant Pulse Also at 3rd level, your heartbeat quickens when you wield more power. While you have blood dice equal to or greater than half your bloodborne level (rounded down) your blood pumps with a greater intensity, granting you advantage on Athletics, Acrobatics, and initiative checks. Apex Predator At 7th level, your bloodlust draws you to creatures that are wounded, willing you to finish them off. As an action, you can expend a number of blood dice up to your maximum burst. You know the direction, but not the type, of all actively bleeding creatures within a number of miles of you equal to the number of blood dice you expended. You also know which creature within 60 feet of you has the lowest HP. You have advantage on the first attack you make against that creature each turn. These effects end after 1 hour. Improved Siphon Strike At 11th level, any blood dice you expend with your Siphon Strike feature are d8s instead of d6s. In addition, you can reroll any 1s a single time, but must take the result of the reroll. Glutton For Punishment At 15th level, your lust for pain has become an overflowing of power. While you are below half your maximum hit points, if you would gain a blood die, you gain 2 instead.

Bloodborne Spell List



1st Level Blood to Ichor

Cause Fear

Charm Person

Crimson Armor

Detect Magic

Detect Poison and Disease

False Life

Grease

Hemovision

Purify Food and Drink

Ray of Sickness

Rite of Annulment

Rite of Bloodletting 2nd Level Augury

Calm Emotions

Enhance Ability

Gentle Repose

Hemorrhage

Lesser Restoration

Protection from Poison

Ray of Enfeeblement

Rite of Passage

Suggestion 3rd Level Animate Dead

Dispel Magic

Enemies Abound

Feign Death

Life Transference

Magic Circle

Mass Blood to Ichor

Rite of Augmentation

Rite of Charging

Splatter Slave 4th Level Charm Monster

Confusion

Locate Creature

Mass Hemorrhage

Rite of Binding

Rite of Degredation

Rite of Pain 5th Level Antilife Shell

Blood Nova

Contagion

Danse Macabre

Legend Lore

Rite of Consumption

Rite of Replication

Hemomancy Spells Hemomancy, otherwise known as blood magic, is a powerful and ancient art that typically can only be learned by bloodbornes. It invloves manipulating the blood in your own body, the bodies of others, and even blood that has already been shed. Many of the spells include an additional price in the form of damage taken. Of particular note are the 'Rite' spells. Stronger than a typical spell of their same level, they cause persistent damage while they are active, but do not require concentration. These spells were designed with the bloodborne in mind, but at your DM's discretion they can be added to the sorcerer, warlock, and wizard spell lists. They may also be added to the druid spell list with the exception of the 'Rite' Spells. Spell Descriptions The spells are presented by level, in alphabetical order. 1st Level Crimson Armor 1st-level abjuration Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S, M (a dagger or other slashing or piercing weapon)

V, S, M (a dagger or other slashing or piercing weapon) Duration: Concentration, up to 1 hour You sacrifice a small portion of your life essence taking 2d4 necrotic damage (that ignores resistance and immunity) to cause a hardened shield of coagulated blood to surround a creature of your choice within range, granting a +2 bonus to AC for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. Hemovision 1st-level divination Casting Time: 1 bonus action

1 bonus action Range: Self

Self Components: V

V Duration: Concentration, up to 1 minute Your eyes turn blood red and you are able to see the circulatory system of any creature you can see within 10 feet of you so long as they have blood. You gain advantage on medicine checks you make on any creature you can see in this way. Additionally, your melee weapon attack critical range increases to 18-20 for creatures whose circulatory system you can see until you hit one with a melee weapon critical attack, at which point the spell dissipates. At Higher Levels. When you cast this spell using a spell slot higher than 1st level the critical attack range increases by 1 for each level above 1st.





Blood to Ichor 1st-level transmutation Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S, M (a small flask of alcohol)

V, S, M (a small flask of alcohol) Duration: Concentration, up to 1 minute You focus on a creature you can see within range and attempt to transform a small portion of their blood into ichor. The targeted creature must make a Constitution saving throw. On a failed save the creature takes 2d8 poison damage and becomes poisoned. On a successful save, the creature takes half as much damage and is not poisoned. If a creature moves more than half its movement speed while poisoned in this way, the creature must make a Dexterity saving throw, falling prone on a failure. The affected creature can repeat the Constitution saving throw at the end of its turn, ending the effect on a success. Rite of Annulment 1st-level abjuration Casting Time: 1 bonus action

1 bonus action Range: Self

Self Components: M (a bandage)

M (a bandage) Duration: Until dismissed You perform a quick rite that causes your blood to burn within you. You immediately take 1d6 necrotic damage andcontinue to take 1d6 necrotic damage at the start of each of your turns that this spell is active. The necrotic damage is unaffected by resistances and immunities. You can dismiss this spell as a free action at any time. Attacks against you are blunted, turned aside, and softened. Any bludgeoning, piercing, or slashing damage you take is reduced by the last instance of necrotic damage taken from this spell.













































Rite of Bloodletting 1st-level necromancy Casting Time: 1 bonus action

1 bonus action Range: Self

Self Components: M (a small razor blade)

M (a small razor blade) Duration: Until dismissed You perform a quick rite that causes your blood to burn within you. You immediately take 1d6 necrotic damage and continue to take 1d6 necrotic damage at the start of each of your turns that this spell is active. The necrotic damage is unaffected by resistances and immunities. You can dismiss this spell as a free action at any time. When you hit a creature with an attack, you can wound the target. At the start of each of the wounded creature’s turns, it takes 1d6 necrotic damage for each time you’ve wounded it. It can then make a Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a Wisdom (Medicine) check against your spell save DC, ending the effect of such wounds on it on a success. 2nd Level Hemorrhage 2nd-level necromancy Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S

V, S Duration: Instantaneous You gesture towards a creature within range that you can see and attempt to draw the blood out of their veins. The target must make a Constitution saving throw. On a failed save, the creature takes 4d6 necrotic damage and is knocked prone due to rapid blood loss. On a successful save, the creature takes half damage and is not knocked prone. At Higher Levels. When you cast this spell at a level higher than 2nd, you increase the damage by 1d6 for each level above 2nd.











































Rite of Passage 2nd-level conjuration Casting Time: 1 bonus action

1 bonus action Range: Self

Self Components: S, M (a pinch of sulfur)

S, M (a pinch of sulfur) Duration: Until dismissed You perform a quick rite that causes your blood to burn within you. You immediately take 1d6 necrotic damage and continue to take 1d6 necrotic damage at the start of each of your turns that this spell is active. The necrotic damage is unaffected by resistances and immunities. You can dismiss this spell as a free action at any time. You disappear in a spray of red mist and teleport up to 20 feet to an unoccupied space that you can see. Until this spell ends, you can teleport again in this manner as a bonus action. 3rd Level Mass Blood to Ichor 3rd-level transmutation Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S, M (a flask of alcohol)

V, S, M (a flask of alcohol) Duration: Concentration, up to 1 minute You choose a number of creatures within range up to your spell casting modifier and attempt to transform a small portion of their blood into ichor. Each targeted creature must make a Constitution saving throw. On a failed save, a creature takes 3d8 poison damage and becomes poisoned. On a successful save, a creature takes half as much damage and is not poisoned. If a creature moves more than half its movement speed while poisoned in this way, they must make a Dexterity saving throw against your spell save DC or fall prone. An affected creature can repeat the Constitution saving throw at the end of its turn, ending the effect on a success.

Rite of Augmentation 3rd-level enchantment Casting Time: 1 bonus action

1 bonus action Range: Touch

Touch Components: V, M (a shaving from a giant's toenail)

V, M (a shaving from a giant's toenail) Duration: Until dismissed You perform a quick rite that causes your blood to burn within you. You immediately take 1d8 necrotic damage and continue to take 1d8 necrotic damage at the start of each of your turns that this spell is active. The necrotic damage is unaffected by resistances and immunities. You can dismiss this spell as a free action at any time. Your touch invigorates the target and causes them to feel a surge of strength or quickness. The target’s Strength or Dexterity increases by 2. Their maximum score for the ability increases by 2 as well. At Higher Levels. When you cast this spell at a level higher than 3rd, you increase the damage by 1d8 per level above 3rd and raise the increase and maximum by 2. Rite of Charging 3rd-level necromancy Casting Time: 1 bonus action

1 bonus action Range: Touch

Touch Components: V, M (a small iron cup)

V, M (a small iron cup) Duration: Until dismissed You perform a quick rite that causes your blood to burn within you. You immediately take 1d8 necrotic damage and continue to take 1d8 necrotic damage at the start of each of your turns that this spell is active. The necrotic damage is unaffected by resistances and immunities. You can dismiss this spell as a free action at any time. You bide your time, storing your power as your life bleeds slowly away. Each time you take damage from this spell, you gain one charge. You can use an action to release the charges in a blast of bloody necrotic energy. Make a melee spell attack against a creature within your reach. On a hit, the target takes 2d8 damage for each charge used. Once you deal this damage, the number of charges you have resets. Splatter Slave 3rd-level conjuration Casting Time: 1 reaction

1 reaction Range: Self

Self Components: V, S, M (a small bit of bone marrow)

V, S, M (a small bit of bone marrow) Duration: Concentration, up to 1 hour As a reaction to when you take piercing or slashing damage, your shed blood coagulates into an ephemeral familiar that appears in an empty space within 5 feet of you. You can issue it a command which it will do its utmost to obey. The splatter slave will last until it it falls to 0 hit points or until the spell ends at which point it will melt into a pool of fresh blood. The splatter slave will act immediately before your initiative count. It has the statistics outlined below: Splatter Slave Tiny ooze, Lawful Neutral Armor Class 13

13 Hit Points 18(6d4 + 3)

18(6d4 + 3) Speed 25 ft, climb 25 ft STR DEX CON INT WIS CHA 13 (+1) 16 (+3) 14 (+2) 6 (-2) 5 (-3) 2 (-4) Condition Immunities prone

prone Senses Blindsight 60 feet (blind beyond this radius), passive Perception 7

Blindsight 60 feet (blind beyond this radius), passive Perception 7 Languages Understands any language its creator speaks

Understands any language its creator speaks Challenge 1 (200 XP) Antimagic Susceptibility. The slave is incapacitated while in the area of an antimagic field. If targeted by dispel magic the slave immediately dies. Amorphous. The splatter slave can move through a space as narrow as 1 inch wide without squeezing. False Appearance. While the splatter slave remains motionless, it is indistinguishable from a pool of fresh blood. Actions Splash. Melee Weapon Attack: +5 to hit, reach 5ft, one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target must succeed on a DC 14 Dexterity saving throw or be blinded until the start of the splatter slave’s next turn.

4th Level Mass Hemorrhage 4th-level necromancy Casting Time: 1 action

1 action Range: 15 feet

15 feet Components: V, S

V, S Duration: Instantaneous You choose any number of creatures that you can see within range and attempt to draw the blood out of their veins. The targets must make a Constitution saving throw. On a failed save, a creature takes 6d6 necrotic damage and is knocked prone due to rapid blood loss. On a successful save, a creature takes half damage and is not knocked prone. Rite of Binding 4th-level enchantment Casting Time: 1 bonus action

1 bonus action Range: 30 feet

30 feet Components: S, M (a small band of iron)

S, M (a small band of iron) Duration: Until dismissed You perform a quick rite that causes your blood to burn within you. You immediately take 1d10 necrotic damage and continue to take 1d10 necrotic damage at the start of each of your turns that this spell is active. The necrotic damage is unaffected by resistances and immunities. You can dismiss this spell as a free action at any time. Choose one creature in range. The target must succeed on a Wisdom saving throw or be stunned until the start of your next turn. You can use your bonus action in subsequent turns to choose a new target, or the same target, requiring a new saving throw. Rite of Degradation 4th-level necromancy Casting Time: 1 bonus action

1 bonus action Range: 30 feet

30 feet Components: M (a feeler from a rust monster)

M (a feeler from a rust monster) Duration: Until dismissed You perform a quick rite that causes your blood to burn within you. You immediately take 1d10 necrotic damage and continue to take 1d10 necrotic damage at the start of each of your turns that this spell is active. The necrotic damage is unaffected by resistances and immunities. You can dismiss this spell as a free action at any time. Choose a creature within range. The target must make a Constitution saving throw. On a failed save, the target’s AC and saving throws are reduced by 1. You can use your bonus action each round that this spell is active to cause the target to make another saving throw with the same effect, stacking up to a total penalty of 6 to AC and saving throws. The reduction lasts until this spell is dismissed. Rite of Pain 4th-level necromancy Casting Time: 1 bonus action

1 bonus action Range: Self (15 foot radius)

Self (15 foot radius) Components: V, M (a silver nail)

V, M (a silver nail) Duration: Until dismissed You perform a quick rite that causes your blood to burn within you. You immediately take 1d10 necrotic damage and continue to take 1d10 necrotic damage at the start of each of your turns that this spell is active. The necrotic damage is unaffected by resistances and immunities. You can dismiss this spell as a free action at any time. An aura of suffering radiates from you. When you take damage from this or any other spell that starts with “Rite”, you can choose a number of creatures equal to up to your spell casting modifier within 15 feet and cause them to take the same damage that you do. 5th Level Blood Nova 5th-level necromancy Casting Time: 1 action

1 action Range: Self (30 foot radius)

Self (30 foot radius) Components: V, S

V, S Duration: Instantaneous You raise your arms and cause the blood spilled on the battlefield to coalesce into a ball above your head. The sphere grows in size according to the table for each injured or freshly dead creature of small size or greater within 100 feet of you. You only count creatures that have blood (DM’s discretion). The ball can grow up to a size equal to your spellcasting modifier + your proficiency bonus.

Blood Ball Size Increase per Creature Creature Size Injured 1/2 HP Dead (<1 minute) Small 0 1 1 Medium 1 1 2 Large 1 2 2 Huge 1 2 3 Gargantuan 2 3 4 As you release, the blood bursts out from above you with destructive force. Each creature you choose within 30 feet of you must succeed on a Dexterity saving throw or take Xd6 bludgeoning and Xd6 necrotic damage where X is equal to the size of the ball of blood. A creature that succeeds on the saving throw takes half damage. Rite of Consumption 5th-level necromancy Casting Time: 1 bonus action

1 bonus action Range: Self

Self Components: V, M (a pewter fork)

V, M (a pewter fork) Duration: Until dismissed You perform a quick rite that causes your blood to burn within you. You immediately take 1d12 necrotic damage and continue to take 1d12 necrotic damage at the start of each of your turns that this spell is active. The necrotic damage is unaffected by resistances and immunities. You can dismiss this spell as a free action at any time. While this spell is active, your melee weapon attacks deal an extra 1d8 necrotic damage, healing you for the necrotic damage dealt this way.



Rite of Replication 5th-level conjuration Casting Time: 1 bonus action

1 bonus action Range: Touch

Touch Components: V, S, M (small mirror)

V, S, M (small mirror) Duration: Until dismissed You perform a quick rite that causes your blood to burn within you. You immediately take 1d12 necrotic damage and continue to take 1d12 necrotic damage at the start of each of your turns that this spell is active. The necrotic damage is unaffected by resistances and immunities. You can dismiss this spell as a free action at any time. You reach out and touch a creature, attempting to ascertain their essence. The target must succeed on a Wisdom saving throw or you are able to create a simulacrum of their physical form made out of blood. A willing creature can choose to fail the saving throw. The simulacrum appears in a square adjacent to you. Roll initiative for the simulacrum. It has half the current hit points of the target (rounded up) and all of the same equipment, stats, features and current resources of the target with the exception of magic items, Intelligence, Wisdom, and Charisma, which are all changed to 8. The simulacrum's creature type is Consruct, and it cannot be healed. It is only allowed to take the Attack, Help, or Dodge actions, and if it takes the Attack action, it is only allowed one attack. The simulacrum is friendly to you and will follow your directions to the best of its ability, otherwise it will defend itself. As a reaction when you take damage from a single source, you can have the simulacrum take the damage for you provided it is within 5 feet of you. If that damage would reduce the simulacrum to 0 hit points, you take any excess damage. When the simulacrum falls to 0 hit points, this spell ends.