Blood magic, or hemomancy, is a school of magic based around utilizing blood as a material to cast powerful spells and curses. There is latent life magic in the blood of all creatures, though it is more potent in some more than others. Blood can be used to preform many things, such as healing spells, wards, damaging curses and complex rituals.

Blood as a Component

Hemomancy relies on blood as a spell component, In spell blocks this is represented by the blood component (B). The spell will list what the blood cost is to cast a spell, when you cast a spell with a blood cost you subtract that amount from your current hit points. To collect the blood for a spell you must use a ritual blade. Some spells may specify that the blood bust be from the target of the spell, if this is the case you must make a spell attack roll using a ritual blade. Collecting blood deals slashing damage

Blood Splatter Hemomancy cantrip Casting Time: 1 action

1 action Range: Self (15 ft. cone)

Self (15 ft. cone) Components: V, S, B (1d6)

V, S, B (1d6) Duration: Instantaneous You slit your palm and splatter boiling hot blood in a 15 foot cone. All creatures caught in the cone must make a constitution saving throw. On a failed save, they take fire damage equal to twice the hit points sacrificed. The spell's damage increases by another multiple when you reach 5th level (three times), 11th level (four times), 17th level (five times).

Crimson Strike 1st level hemomancy Casting Time: 1 bonus action

1 bonus action Range: Touch

Touch Components: V, B (1d6)

V, B (1d6) Duration: Instantaneous You run your hand across a a bladed weapon coating it in blood, the next time you hit with that weapon the attack deals an additional 1d6 necrotic damage to the target. Additionally, the target must make a constitution saving throw. On a failure the blade becomes coated in it's blood and the extra damage increases by 1d6, on a successful save the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the blood cost increases by 1 and the initial extra damage dealt by the attack increases by 1d6 for each slot level above 1st

Blood Transfusion 1st level hemomancy Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S, B (10)

V, S, B (10) Duration: 1 minute You prick your finger and point it at a target you can see within range. The target regains hit points equal to 10 + your spellcasting ability modifier. At the end of each of it's turns for the duration of the spell, the target must make a constitution saving throw. On a failed save it takes 1d10 necrotic damage, on a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the blood cost and hit points regained both increase by 1 and the damage dealt increases by 1d10 for each slot level above 1st

Bonded by Blood 2nd level hemomancy (ritual) Casting Time: 1 minute

1 minute Range: Touch

Touch Components: S, M (a bowl or cup), B (1d4 + your spellcasting ability modifier to each target)

S, M (a bowl or cup), B (1d4 + your spellcasting ability modifier to each target) Duration: 48 hours You and up to three other willing creatures all pour some of your blood into a communal bowl and all of you drink it together. Each target’s hit point maximum and current hit points increase by the total sacrificed hit points for the duration. Additionally, Whenever one affected creature takes damage or regains hit points all other affected creatures take half of that damage or regain half of the healed hit points At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the Blood cost increases by 1d4 for each slot above 2nd.