Blood Magic

Forbidden by most witch covens, blood magic centers on the use of dark spells and mortal hexes that draw from the spellcaster’s very essence. It is fundamentally more perilous than other witch crafts, but its many risks come with copious rewards.

 
Spell LevelSpells
1stHellish Rebuke, Hollowing Curse
2ndMelf's Acid Arrow, Hold Person
3rdRuby-Eye Curse, Vampiric Touch
4thBlight, Dominate Beast
5thCloudkill, Dominate Person
 

Level 3: Hex - Blood Curse

You can mark a creature with a sinister blood curse. As an action, choose one creature you can see within 60 feet of you to make a Constitution saving throw. On a failed save, this creature is on the brink of death until the end of your next turn. If the creature at any point in this duration is missing any of its hit points and has fewer hit points than twice your witch level, it immediately drops to 0 hit points.

 

Level 3: Novice Hemomancy

When you cast a spell that requires material components that don’t have a cost indicated, you can replace the material components with a drop of blood.

 

Level 3: Arcane Bloodletting

You can impel your magic with a measure of your own blood. When you cast a spell that has a casting time of 1 action, you can choose to lose 5 hit points to change the casting time to 1 bonus action for this casting.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

 

Level 6: Deathseeker

You can see those near death shrouded in a crimson aura. Even in heavily obscured conditions, you can detect the location of creatures within 60 feet of you that are missing any of their hit points. This sense can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Additionally, you have advantage on ability checks you make to track a creature you or your familiar has damaged within the last 24 hours.

 

Level 10: Hemomantic Recovery

You can perform a blood ritual to bolster your magic. Once per day when you finish a short rest, you can spend Hit Dice to recover expended spell slots. The cost for each spell slot is given on the table below. You can’t use this ability to recover spell slots of 6th level or higher.

 
Spell LevelHit Dice
1st2
2nd3
3rd5
4th6
5th7
 

Level 14: Sanguine

You can wield your own blood like a vicious lash. Once per round, when you cast a spell that deals damage to a creature that is under the effect of your hex, you can choose to lose hit points to increase the amount of damage dealt. For every 5 hit points you lose, you can deal an extra 2d8 necrotic damage to the creature, to a maximum of 6d8 damage. This feature only applies to a hostile creature that is the sole target of your hex.


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