Hemomancy Spells
Art by DALL·E
The Forbidden Lore
In the shadowy depths of the Arcane Bear Library, hidden amidst towering shelves laden with ancient tomes and whispering parchments, lay a forbidden section dedicated to the enigmatic art of hemomancy. Hemomancy, a form of magic as potent as it was perilous, drew upon the very essence of life, the crimson fluid that coursed through the veins of all living beings. To wield such power was to tread a treacherous path, for it demanded a sacrifice of the caster's own blood, a price to be paid for the unleashing of arcane energies.
Within the hushed chambers of this forbidden section, tomes adorned with intricate blood-red sigils bore witness to the dark legacy of hemomancy. Their pages, penned in the very blood of their authors, whispered of spells that could heal or harm, spells that could bind or control, spells that could manipulate the very essence of life itself. The air hung heavy with the scent of iron and parchment, a lingering testament to the sacrifices made in the pursuit of this forbidden knowledge.
Legends murmured of hemomancers who had mastered their craft, wielding their own blood as a potent weapon, weaving intricate patterns of life and death. They spoke of sorcerers who could mend shattered bones and heal festering wounds with a mere touch, their hands imbued with the life-giving power of blood. Yet, the tales also warned of hemomancers consumed by their thirst for power, their bodies ravaged by the constant depletion of their lifeblood, their minds teetering on the brink of madness.
Spells
- Cantrips
- 1st Level
- 2nd Level
- 3rd Level
- 4th Level
- 5th Level
Blood Mana
Cantrip, Hemomancy
Casting Time | Range | Components | Duration |
---|---|---|---|
1 action | Self | V, S | Instantaneous |
You can use your own blood to fuel your magic. You can spend hit dice to take damage, and recover a used spell of the level of the amount of hit dice used, divided by 2, rounded down.
Classes: Sorcerer, Warlock, Wizard
Sanguine Dart
Cantrip, Hemomancy
Casting Time | Range | Components | Duration |
---|---|---|---|
1 action | 60 ft | V,S | Instantaneous |
You make a ranged spell attack against a creature you can see within range. On a hit, the target takes 1d6 necrotic damage, and you gain temporary hit points equal to half the damage dealt.
The spell creates more darts when you reach higher levels: two darts at 5th level, three darts at 11th level, and four darts at 17th level. You can direct the darts to hit one creature or several.
Classes: Sorcerer, Warlock, Wizard
Blood Bond
1st level, Hemomancy
Casting Time | Range | Components | Duration |
---|---|---|---|
10 minutes | Touch | V,S | 1 hour |
You establish a minor connection between two creatures. As long as they remain within a 30 feet of each other, they can communicate telepathically.
Classes: Sorcerer, Warlock, Wizard
Blood Mark
1st level, Hemomancy
Casting Time | Range | Components | Duration |
---|---|---|---|
1 bonus action | 90 ft | V | 1 hour, concentration |
You choose a creature you can see within range and mark it as your quarry with your own magical blood. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with a weapon attack, and you regain half of the damage inflicted (rounded down) as temporary hit points. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
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, and the extra damage dice becomes 1d8. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours, and the extra damage dice becomes 1d10.
Classes: Sorcerer, Warlock, Wizard
Blood Shield
1st level, Hemomancy
Casting Time | Range | Components | Duration |
---|---|---|---|
1 bonus action | Self | V, S | 1 minute, concentration |
You take damage equal to 1d4 + your spellcasting ability modifier, and gain a +2 bonus to your AC equal until the spell ends.
At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st, and the AC bonus increases by 1.
Classes: Sorcerer, Warlock, Wizard
Bloody Smite
1st level, Hemomancy
Casting Time | Range | Components | Duration |
---|---|---|---|
1 bonus action | Self | V,S | 1 minute, concentration |
The next time you hit a creature with a melee weapon attack during the spell's duration, your attack deals an extra 1d6 necrotic damage to the target, and the target must make a Wisdom saving throw. On a failed save, the target is frightened of you until the spell ends. If the target succeeds on its saving throw, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
Classes: Sorcerer, Warlock, Wizard
Bloody Surge
1st level, Hemomancy
Casting Time | Range | Components | Duration |
---|---|---|---|
1 reaction | Self | V,S | Instantaneous |
When you take damage, you can use your reaction to gain an extra action on your next turn. This action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
Classes: Sorcerer, Warlock, Wizard
Crimson Veil
1st level, Hemomancy
Casting Time | Range | Components | Duration |
---|---|---|---|
Concentration, up to 1 hour | Self | V,S | 1 hour |
You create a illusory curtain of blood that obscures vision. Creatures within or behind the veil gain advantage on Stealth checks.
A veil of crimson shadows surrounds you and up to 3 other creatures of your choice within range. The veil is stationary, and moves with you if you move. The veil lasts for the duration, or until you dismiss it as an action. While inside the veil, you and the other creatures gain a +5 bonus to Dexterity (Stealth) checks. The veil is opaque from the outside, and creatures outside the veil can't see through it.
Classes: Sorcerer, Warlock, Wizard
Life Transference
1st level, Hemomancy
Casting Time | Range | Components | Duration |
---|---|---|---|
1 action | 30 ft | V,S | Instantaneous |
A willing creature you touch can choose to give a number of hit points to another willing creature you can see within range. The first creature loses hit points equal to 1d8 + your spellcasting ability modifier, and the second creature regains hit points equal to half the amount (rounded down) of hit points lost. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of hit points you can transfer increases by 1d8 for each slot level above 1st.
Classes: Sorcerer, Warlock, Wizard
Blood Boil
2nd level, Hemomancy
Casting Time | Range | Components | Duration |
---|---|---|---|
1 action | 60 ft | V,S | 1 minute, concentration |
Choose a creature you can see within range. Its blood boils within, causing it to take 2d6 necrotic damage at the start of each of its turns for the duration. The target must make a Constitution saving throw at the end of each of its turns. On a successful save, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Classes: Sorcerer, Warlock, Wizard
Blood Pact
2nd level, Hemomancy
Casting Time | Range | Components | Duration |
---|---|---|---|
1 hour | Touch | V,S,C (blood from each part) | Until the targets die |
Taking a drop of blood from two willing creatures, you make them hold their end of a promise. If one of them breaks it, the other one knows, and the one who broke it dies instantly.
Classes: Sorcerer, Warlock, Wizard
Hemomancy Ward
2nd level, Hemomancy
Casting Time | Range | Components | Duration |
---|---|---|---|
1 action | Self | V,S | 1 minute, concentration |
You create a protective barrier fueled by your own blood. Choose a number of creatures within range, up to your spellcasting ability modifier. Each creature gains temporary hit points equal to 1d6 + your spellcasting ability modifier, and advantage on saving throws until the spell ends. You take 1d6 necrotic damage at the start of each of your turns while maintaining concentration on this spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the temporary hit points increase by 1d6 for each slot level above 2nd.
Classes: Sorcerer, Warlock, Wizard
Lifelink
2nd level, Hemomancy
Casting Time | Range | Components | Duration |
---|---|---|---|
1 action | 60 ft | V,S | 1 minute, concentration |
You link your life force to a creature you can see within range. While you maintain concentration on this spell, whenever you take damage, the target takes half of that damage (rounded down) as necrotic damage. This damage can't be reduced in any way. If you drop to 0 hit points, the spell ends, and you fall unconscious.
Classes: Sorcerer, Warlock, Wizard
Blood Beacon
4th level, Hemomancy
Casting Time | Range | Components | Duration |
---|---|---|---|
Concentration, up to 1 hour | 60 ft | V,S | 1 hour |
You mark a target with a beacon of its own blood. You gain advantage on attacks against the marked creature, and it takes 4d8 extra necrotic damage from your spells.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the extra damage increases by 1d8 for each slot level above 4th.
Classes: Sorcerer, Warlock, Wizard
Hemorrhagic Resurrection
5th level, Hemomancy
Casting Time | Range | Components | Duration |
---|---|---|---|
1 hour | Touch | V,S | Instantaneous |
You sacrifice a portion of your own life force to revive a fallen creature, bringing it back with hit points equal to half the amount you sacrificed.
Classes: Sorcerer, Warlock, Wizard