Nivvix Code: Guide to Blood Magic on Lux
Lux is a world where all kinds of heroes from all walks of life exist, from the glorious developments of Vadelkan Artificers to the glorious soldiers in the Mugenese Empire. However, with all the bright and shiny heroes that exist there is the darkness of underground societies, cults and guilds. From inside the world of the Guilded Sanctums, I, Nivvix, can guide you to the unseen actions that are hidden by the shadows. From the cults of demons like Djormyr and the Blood Hunters and masters of Hemocraft we get Blood Magic. The art of using your own life force to fuel magic. If you are brave enough to adapt this strategy to your spell casting take a leap in and continue reading.
Casting Blood Magic
When you spend hit dice to cast a spell roll them, taking the damage rolled and you must remove those hit dice from your hit dice total. Some magic items or class features can give you alternative ways to meet the hit dice requirements for spells.
The following are optional subclasses that utilize blood magic abilities.
Barbarian Primal Path: Path of the Blood Rager
At 3rd level you learn how to cast blood magic. Your spell list consists of all spells on the blood spell list. You may spend 2 hit dice to lower the level of a spell by 1 and can do this as many times as you wish (to a minimum of level 0). Unlike other spell casters you cannot access your magic at all times. You must be engulfed in the fury of a bloody rage to be able to use your blood magic.
You have spell slots based on the following table as well as your spells known. Your spell casting ability is Constitution.
Spell attack modifier= Constitution modifier + Proficiency Bonus
Spell Save DC= 8+Constitution modifier+Proficiency Bonus
At 3rd level you gain the ability to fuel your rages with your own blood. When you go into a rage you may choose for it to be a Bloodied Rage. when in a bloodied rage you double the damage that is added from your bonus rage damage and treat all damage you deal while in a rage as magic damage to overcome resistances. Each turn while in a bloodied rage you take necrotic damage equal to half your proficiency bonus. You may also cast blood magic spells while in a bloodied rage.
Beginning at 6th level you learn how to push yourself further than you’ve known possible. You may spend 1 hit die to gain an additional action this turn and an additional bonus action. The additional action can only be used to take the attack action or use a spell that attacks. You take a point of exhaustion. You may only do this once and regain usage after a long rest.
At 10th level you gain proficiency in Charisma (Intimidation) checks. If you already have proficiency you double your proficiency bonus in it. Whenever you make a Charisma (Intimidation) check you may take 1 point of damage to cause blood to appear on you in any way you wish to gain advantage on it. You may do this as a bonus action in combat to give anyone who can see you disadvantage on attack rolls against you until your next turn.
Channeled Blood Rage
At 14th level you gain the ability to once per turn as a free action use any of the following abilities while in a bloodied rage;
-ignore the loss of life for this round
-double the loss of life this round and be able to make an additional attack with your extra attack action
-increase your movement by 5 and ignore any rough terrain and double your jump height
-add your proficiency bonus to all attacks made this turn
-be able to see up to 120 feet in magical and non-magical darkness
-until your next turn you can make a reaction when you hit 0 hit points to spend a hit die and gain the value rolled
Cleric Divine Domain: Sacrifice
1st Cleanse, Calm the Blood
3rd Sanguine Draining, Blood Weapon
5th Blood Armour, Exquisite Minion
7th Vien Spike, Transfer Life
9th Carnage, Mass Draining
Blood Priest Rites
At 1st level you gain the ability to use blood magic. You may spend 2 hit dice to reduce the level of any spell you cast by 1 and can do this as many times as you wish (minimum of 0). You may treat all blood spells as if they were on your cleric spell list.
Channel Divinity: Sacrifice
At 2nd level you gain the ability to get strength from sacrificing others. As an action you raise your holy symbol and deal 1 damage to a target you are touching, if they are then at 0 hit points, you may roll 2d8 plus any amount of hit dice you decide to spend (you don’t take the damage) and divide that as healing amongst any amount of creatures within 30 feet of you. Everyone this heals regains 1 hit dice if they have spent any.
Channel Divinity: Draining Tendrils
At 6th level you gain the ability to suck the life out of another creature. Choose a creature you can see within 60 feet of you. You raise your holy symbol and blood red tendrils lash out and grab onto them. They must make a Dexterity saving throw or they are grappled and take 1d8 necrotic damage at the beginning of each of your turns. Anytime you cast a spell to heal another creature within 1 minute of draining the other creature you may add the amount of damage dealt to the healing.
At 17th level you become more resilient in your blood magic. From devine constitution you may subtract your constitution modifier from each die rolled when rolling for hit dice when casting blood spell.
Sorcerer Origin: Vampiric Bloodline
Starting at 1st level when you take this bloodline you gain the ability to use blood magic. You may treat blood spells as if they were on your sorcerer spell list. You can spend 2 hit dice to lower the level of a spell by 1 and can do this as many times as you wish. (minimum of zero).
Touch of the Cursed
At 6th level you gain the ability to use others' blood to increase your own vitality. Whenever you cast a spell that deals damage to another creature you may spend 2 sorcery points to remove one hit die from your hit die total. You gain hit points equal to the level of the spell plus the value rolled on your hit die plus your Charisma modifier.
At level 14 you gain the ability to use the essence of others to fuel your own spells. When using hit dice to cast a blood spell you may instead spend 1 sorcery point to take that hit die from another creature within 30 feet that you can see. they must succeed on a constitution saving throw or take damage equal to a roll of a hit die based on their size.
At 18th level you gain the ability to infuse pure magic of the wild into your blood spells. You may half the damage you take from casting a blood spell as well as regain all hit dice spent. When you do this you must make a roll on the wild magic surge table and then take a point of exhaustion. You may do this once per long rest.
Warlock Otherworldly Patron: False God
At 1st level you gain the ability to use blood magic. You may treat all blood magic spells as if they were on your warlock spell list. You may also spend 2 hit dice to reduce the level of a spell by 1 and can do this as many times as you want (to a minimum of 0).
False God’s Resilience
At 6th level you gain the ability to recharge your blood through your god’s pact. You may spend a warlock spell slot as an action to add hit dice to your hit dice maximum equal to 2 hit dice plus 2 for each level of the spell slot.
Fury of the False God
At 10th level you gain the ability to link your essence to that of another creature. As a bonus action you choose another creature within 120 feet of you that you can see and become linked to each other. Whenever they regain hit points you gain half that many hit points. Whenever you spend hit dice to cast a blood spell you take half as much damage and all the damage that was prevented they take instead. If that creature becomes unconscious you may use your bonus action on your next turn to change the target to another creature you can see within 120 feet.
Force of Will
At 14th level you gain the ability to extend yourself further than the normal. You may take one point of exhaustion as a bonus action to get the following abilities; until your next turn all blood spells you cast don’t require removing the hit dice from your total and they all automatically roll as a 1. You may take an additional action and reaction this turn but that action and reaction can only be used to cast blood spells.
Wizard Arcane Tradition: Sanguimancy
Blood Magic Savant
At 2nd level you gain the ability to copy blood magic spells into your spell book at half the normal time.
At 2nd level you also gain the ability to cast blood spells. You may treat all blood spells as if they were on your wizard spell list. You may spend 2 hit dice to reduce the level of any spell you cast by 1 and can do this as many times as you wish (minimum of 0).
Font of Youth
At 6th level you have learned the powers on how to keep yourself young forever. As an action you can regain 2 spent hit points. You may do this once and regain the usage on a short rest. You gain an additional usage at level 11 and again at level 17. You also may double the lifespan of your race for your character.
At 10th level you may gain one point of exhaustion to regain all spent hit dice. You may only do this once per long rest.
Masterful Blood Casting
At 14th level when you lower the level of a blood spell using your hit dice you may instead use 1 hit die instead of 2 per level of the spell. Also when paying additional costs for blood spells you may pay half the required hit dice for the activation rounded up.
You may take this feat to get a taste of casting blood magic.
Blood Magic Apprentice
Prerequisite; constitution 13 or higher, and you must have either the spellcasting class feature or the pact magic class feature
You have, willingly or unwillingly, gone under the blood mage ritual and have been imbedded with the basic adeptness to cast blood spells.
You may choose to learn any level 1 blood magic spell. You may cast that spell without expending a spell slot once. You must wait to do this again until after a long rest and may spend any additional hit dice you wish while casting it.
You may spend 2 hit dice to cast a spell at a level one lower than its usual level. You may do this as many times as you wish to a minimum level of 0. You also learn the shape blood cantrip.
The following are some magical items that are closely related to the users of blood magic.
Common-Legendary (Short Sword), Attunement by a Warlock, Cleric, Wizard, Sorcerer or Paladin with access to Blood Magic.
The Rarity of this weapon changes with the level of whoever is Attuned to it.
1d6 Piercing Damage, this is considered magical for the purposes of overcoming resistances.
If attuned to, Whenever you cause a creature to fall to 0 hit points, this weapon gains 1 soul charge. whenever any creature within 30 ft that you can see drops to 0 hit points you may use your reaction to gain 1 soul charge to this weapon. For each number of soul charges on this weapon divided by 2 (rounded down) this weapon gains +1 to attack and damage rolls, the extra damage is considered fire damage (for example if you have 5 souls in the weapon then it would get +2 to damage and attack rolls). This weapon has a max soul count of 1. This increases by 2 per rarity and can shift rarity with the DMs permission at certain levels (3 Charges, Uncommon, Level 3) (5 charges, Rare, Level 6) (7 Charges, Very Rare, Level 11) (9 Charges, Legendary, Level 17)
you may spend one of the soul charges to replace a hit die required for casting a blood magic spell.
You may release as many souls as you wish stored in this weapon during a short rest to regain hit points equal to the number of souls x your character level.
Whenever you land a critical hit you may release as many souls from this weapon as you wish adding 1d4 fire damage to the attack for each soul released.
Djorsawn, meaning product of Djor (of which Djormyr is the physical embodiment of), Crafted from obsidian forged within the abyss of Djormyr's flaming Hell, this weapon is imbued with part of Djormyr's essence, therefore without this weapon Djormyr cannot be whole. With the purpose of allowing Djormyr's followers to carry out his will this weapon grants special powers to Djormyr's chosen spawn. Djormyr often hired the young or unaware to become his own personal assassins for his own gain. This weapon is semi-sentient in the sense that it is a fragment of Djormyr's being and he can communicate with a being that is attuned to it as well as he is able to see through the weapon as if it were a third eye. it is unknown if there is only one Djorsawn or if there are actually multiple spread throughout Lux, or even the multiverse. This weapon can gather the souls of the slaughtered to fuel the fire, fury and pain of Djormyr's will. Within the shadowy abyssal obsidian this weapon stores the souls of the claimed and used their essence to fuel its fires, and to enhance the vitality of its wielder.
Uncommon (Wand), Attunement by a creature with blood magic
This item can be used as an arcane focus if you have access to blood magic.
When you find this item it has 1d4-1 charges. This item has a maximum of 4 charges
If you are attuned to this item you may perform an attack with this item as a bonus action dealing 1 piercing damage (this is considered magical for the purposes of overcoming resistances). If the attack hits the target must succeed on a constitution saving throw (DC is 10 + your proficiency bonus) or be stunned on their next turn. They have disadvantage if they have been already hit by this attack before, if they have been stunned before they automatically succeed in the save. This weapon gains one charge if the target is stunned.
If you are attuned to this item you may spend any amount of charges from this item when casting a blood spell to subtract your constitution modifier from the damage being taken for each charge spent.
The Pithing Needle is often used to put down rioting beasts, however blood mages have learned to be able to channel its ability to disturb the flow of the body in order to fuel their own strength.
Calm The Blood
Tendrils of Sanguine Curse
Accelerate Heart (Cantrip) 1 Action, Touch, V, S, you touch another creature (other than yourself) and their heart rate begins to accelerate. They gain 4 of the following for the next 10 minutes;
+3 to Initiative
Advantage on Dexterity saving throws
Disadvantage on constitution Saving throws
-1 to all weapon attacks
They can no longer maintain concentration on spells
Their speed increases by 10 feet
Acidic Blood (Cantrip) 1 Action, Self, V, S, M (a small vial of acid), Concentration, 1 minute, you turn your blood acidic damaging all those that make you bleed. Whenever you take damage by another creature within 5 feet of you, they take acid damage, where the size of the damage die is your class hit die.
(1 Hit Die) increase the damage dealt by the amount of damage taken when casting this spell
(2 Hit Die) you gain temporary Hit points equal to the amount of damage taken when casting this spell plus your spell casting ability modifier.
Blood Armor (3rd level) 1 Action, Touch, V, S, 1 hour: As an action, you control blood to harden into armour. This armour can cover you or any other medium-sized creature. This armour is considered light and has an armour class of 13 + Dexterity bonus and gives you resistance to non-magical bludgeoning, piercing, and slashing damage. Whenever a creature would deal damage to you they take necrotic damage equal to 1 of your hit dice, if they deal more than 20 damage from one source then double the amount of damage you deal from this ability.
(1 Hit Dice) Increase Armor by +1 to a maximum of +4
(1 Hit Dice) Increase the Armor Size Type
(2 Hit Dice) Increase the number of damage dice rolled by 1
Blood Frenzy (3rd Level) 1 Action, 30 feet, V, S, concentration, (see description for the duration): You must have at least one third level spell slot available to pick this spell. As an action, you target one creature up to one size class larger than yourself within the spell’s range, causing an abrupt flow of blood to flood their brain. The target must make a charisma saving throw against your spell save DC. On a fail, on their next turn, they must make an attack action against the nearest creature they can see. This is the only action they can make on their turn, other than any movement required to reach the target. The effects of this spell end after a successful hit, or after a number a turns equal to your spellcasting ability modifier. After each turn, the target may attempt the saving throw again.
(2 Hit Dice) The effects of the spell continue after another successful hit.
(2 Hit Dice) The spell’s duration increases by a number of rounds equal to half of your spellcasting ability modifier rounded down.
(2 Hit Dice) impose disadvantage on the saving throw. This may be spent repeatedly as long as the target remains under the effects of the spell.
Blood Weapon(2nd level) 1 Bonus Action, Self, S, 1 minute, : As a bonus action you form a weapon made entirely of blood. This weapon can take the form and statistics of any simple weapon and has +1 bonus to attack rolls and damage and is considered magic for the purposes of overcoming resistance. Ammunition for ranged weapons cost 1 hit point each.
(1 Hit Dice) You can create Martial Weapons
(1 Hit Dice) You increase the attack bonus and damage by +1 to a maximum of +4
(2 Hit Dice) You deal an extra 1d8 necrotic damage on attacks made with the weapon. Multiple activations increase the number of damage dice for the extra damage.
Bloodied Blade(2nd level) 1 Bonus Action, Self, V, (see description for the duration): As a bonus action you infuse your own vitality into a single weapon of your choice. This effect lasts for a number of turns equal to your spellcasting ability modifier (minimum one) or if you aren’t holding the weapon at the end of your turn.
While active, attacks from this weapon deal an additional 1d4 of force damage and attacks with the weapon are considered magical for the purposes of overcoming resistance.
(1 Hit Dice) Increase the number of rounds by half of your spellcasting ability modifier, rounded down.
(2 Hit Dice) Increase the amount of dice by 1
(3 Hit Dice) Increase the die type by 1
(2 Hit Dice) Target an additional Weapon
(4 Hit Dice) After each attack, you may choose to spend 2 Hit Dice (this is a separate cost from the activation of this ability) to permanently decrease the targeted creature’s maximum health by the amount of damage you deal with this weapon. This effect can only be reversed by a long rest or by the effects of a greater restoration spell.
Cleanse (1st level) 1 Bonus Action, 30 feet, S, 1 round: As a bonus action, You use blood to heal an ally 1d4 Hit points each round for 1 round. You cannot heal yourself with your own blood. This spell does not require concentration.
(1 Hit Dice) Increase the number of rounds by 1
(2 Hit Dice) Increase the amount of dice by 1
(2 Hit Dice) Increase the die type by 1
(4 Hit Dice) Remove a poison
(6 Hit Dice) Remove a negative condition effect
(8 Hit Dice) Remove a disease
Carnage (5th level) 1 Action, Self, V, S, 30 seconds: As an action, you explode a burst of sharpened blood that violently rages around you. All creatures within 15ft centred on you must succeed a dexterity saving throw or take 4d6 piercing damage, and 2d4 bleeding damage at the beginning of their next turn, if a creature succeeds they take half the damage and no bleeding damage. They must also do this if they start their turn inside the area or enter the area during their turn. The area is considered difficult terrain and is heavily obscured until the spell ends.
(2 Hit Dice) Increase the number of dice by 1
(2 Hit Dice) Increase the dice type by 1
(2 Hit Dice) Impose disadvantage on the saving throw
(2 Hit Dice) Increase the range by 5 feet
(3 Hit Dice) Increase the duration by 30 seconds
Calm the Blood (1st level) 1 Bonus Action, Self, S, concentration, up to 1 round: As a bonus action, you steady the blood in your own veins, helping you strike true. You gain advantage on your next attack roll.
(1 Hit Dice) This spell’s range extends to touch, allowing you to target one willing creature instead of yourself.
Crimson Castings (Cantrip), 1 Action, 60 feet, V, S, You use your vital life essence to shape that of others around you. You can perform one of the following effects;
(0 Hit Dice) you make a wound on a creature within range appear bigger or smaller than it is
(0 Hit Dice) you make the blood of another creature temporarily thicken or thin. If it thickens they have disadvantage on attack rolls and dexterity (acrobatics), Strength (athletics) and Dexterity saves until your next turn but they have advantage on constitution saving throws. If it thins they have disadvantage on all saving throws.
(1 Hit Dice) you close up a wound of another creature. If a target creature within range is below their hit point maximum and has recently taken slashing or piercing damage you can close up their wound healing them for the amount of damage you took casting this spell plus your proficiency bonus. You cannot cast this spell again on the same target until they take slashing or piercing damage again.
(2 Hit Dice) you cause a creature to bleed heavily and you feed from their life force. If a creature within range already has an open wound make a ranged spell attack against them, they take 2d6 necrotic damage (this increases by 1d6 at level 5 (3d6) level 11 (4d6) and level 17 (5d6)) you gain life equal to your constitution modifier plus your spell attack roll modifier.
Crimson Grasp (1st Level) 1 Action, 30 feet, V, S, 1 minute: You form the blood into the shape of a floating hand at a point you can see within range. This hand lasts for the duration or until you dismiss it as a bonus action. The hand disperses into a pool of blood if it is ever more than 30 feet away from you or if you cast the spell again. You can use your bonus action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magic items, or carry more than 10 pounds.
(1 Hit Dice) increase the hand’s carrying capacity by 10 pounds.
(3 Hit Dice) When you cast a spell with a range of touch, the hand can deliver the spell as if it had cast the spell. The hand must use its reaction to deliver the spell for you when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. This is the only way the hand can make an attack.
Crimson Rage (4th level) 1 Action, Self, V, Concentration up to 1 minute, you bring the essence of pure anger out through your attacks. You make all attacks with advantage for the duration of this spell. You may add your proficiency bonus as additional damage on all attacks you make. This additional damage is necrotic. Each time you successfully hit an attack you take 1d6 necrotic damage.
(1 Hit Die) Add an additional 1d4 necrotic damage on each attack. (multiple activations increase the die size)
(2 Hit Dice) subtract your Constitution modifier from the damage you take due to attacking.
(2 Hit Dice) Whenever you take damage you may take an attack of opportunity as a reaction.
(4 Hit Dice) If an opponent has dealt damage to you since your last turn and they are your first attack this turn, the attack automatically is critical.
Enraged Smite (1st level) 1 Bonus Action, Self, V, Concentration (1 turn), You pour your own blood onto your blade causing it to fume with intense necrotic energy. When casting this spell you take 1d8 necrotic damage. When you hit another creature with a melee attack this turn they take an additional 1d12 necrotic damage.
(1 Hit Dice) the attack lasts an amount of extra turns equal to your constitution modifier
(2 Hit Dice) you deal an additional 1d12 damage
(4 Hit Dice) the target takes damage for the next 1d4 turns equal to the amount of damage you took from the additional 1d8 necrotic damage in the spells description. This damage is necrotic and permanently lowers their total hit points by the amount of damage dealt. This effect can only be undone by a greater restoration spell or a long rest.
Exquisite Minion (3rd Level) 1 Action (ritual), 10 feet V, S, M (a small piece of bone), concentration (Special): As an action, you draw blood to form a minion that takes a small humanoid form of your choosing. You control this monster for a number of hours equal to half of your spellcasting ability modifier rounded down (minimum of 1) before it becomes a pool of blood. This minion acts independently of you but always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. This minion may make an action or a bonus action on its turn, but not both, and it has a movement speed of 25 feet and an AC of 12. This minion has 1 hit point and disperses into a pool of blood when killed or dismissed. Upon creation, you can choose one stat to give a +2 modifier, the rest have a modifier of zero. Also upon creation, you can choose from two options: a Strength-based weapon dealing 1d8 force damage with an AC of 15, or a Dexterity-based weapon dealing 1d6 force damage, with a speed of 40 and a climbing speed of 20. While your minion is within 100 feet of you, you can communicate with it telepathically. This minion cannot hold objects. You can have a number of minions active equal to your spellcasting ability modifier (minimum of 1) You can also cast this spell as a ritual, lowering the cost to 2 Hit Dice. For every other 4 Hit Dice you spend during the ritual, you can summon an additional minion. Minions summoned this way can last up to 10 minutes, and you have advantage on concentration saving throws when concentrating on this spell.
(2 Hit Dice) your minion deals an extra 1d4 acid damage on any attack.
(1 Hit Dice) your minion starts with 1d4 extra hit points
(2 Hit Dice) Increase a modifier by +1 (to a maximum of 3)
Hellish Stare (Cantrip), 1 Bonus action, 15 feet, S, M (a charred coal), you stare into the heart of your enemy striking fear in their soul. They have disadvantage on any attacks against you for the next turn. Additionally they are more perceptible to attempts at intimidation from you and have disadvantage on Wisdom (Perception) checks that involve looking at you.
(1 Hit Die) they take damage equal to the damage you take casting this spell plus your spell casting ability modifier
Hemoslash (Cantrip), 1 Action, 5 feet, V, S, M (a melee weapon), you infuse a weapon blow with the essence of your vitality increasing its strength. As part of casting this spell you make a melee weapon attack. If the attack hits it deals an additional 1d6 necrotic damage. This increases to 1d8 if the target is already wounded. The additional damage increases by 1 damage die at levels 5 (2d6/2d8) 11 (3d6/3d8) and 17 (4d6/4d8)
(1 Hit Die) you get +1 to damage and to attack rolls for this attack, the additional damage is necrotic. You may only activate this once.
Mass Draining (5th level), 1 Bonus Action, 30 feet, V, S, Concentration, you speak your curse of draining. Up to 5 target creatures all get an additional 1d6 necrotic damage on any attack they make for the duration of this spell; all creatures affected gain hit points equal to the damage dealt by the extra d6 necrotic whenever any creature affected makes an attack. This lasts a number of rounds equal to your spell casting ability.
(2 Hit Dice) increase the amount of rounds this is active by your spell casting ability
(2 Hit Dice) increase the number of hit dice for the extra damage.
Sanguine Draining (2nd level), 1 Bonus Action, 15 feet , V, You speak a vampiric curse on a target creature. On target creatures next turn they gain hitpoints equal to half the damage they deal rounded down. You cannot target yourself with this spell.
(1 Hit Dice) target yourself (it is effective for this turn)
(3 Hit Dice) if this spell was cast on a character other than yourself you gain the same amount of hitpoints that that character did.
(1 Hit Dice) they deal an extra 1d4 necrotic damage on each of their attacks. Multiple activations either increase damage dice type or amount of damage dice
Sanguine Ward (2nd Level), Reaction to someone casting a spell, 30 ft, V, S, You push all your force into snuffing out the essence of another creature's spell. The spell automatically ends if it is level 0 or lower.
(2 hit dice) increase the level of the targeted spell.
Shape Blood (Cantrip), 1 Action, 30 feet, S, Choose an area of blood or blood from a freshly bleeding wound you can see within range that fits within a 5 ft cube. You may use that blood to create any of the following effects:
Have it move in any direction even defying the laws of gravity
Change the thickness or colour saturation (translucent to opaque).
Have it grow or shrink in volume
Tendrils of Sanguine Curse (5th Level) 1 Action, 30 feet, V, S, Concentration up to 1 minute, You lash out with tendrils made of your own blood and seize a creature. The seized creature takes 3d8 necrotic damage and you gain half the damage dealt. They must then succeed on a Strength Saving throw or be Grappled and Restrained. At the end of each of your turns they take an additional 3d8 necrotic and you gain life equal to half of the damage dealt and then they may make another save to escape the effects of the spell.
(1 Hit Dice) add your spell casting ability modifier to the damage dealt
(2 Hit Dice) Impose Disadvantage on the save
(2 Hit Dice) you gain life equal to the full damage dealt
(2 Hit Dice) Increase the damage die size
Transfer Life (4th level) 1 Action, Touch, V, S, Instantaneous: As an action you transfer your life force into another creature that you can touch. They gain hit points equal to the amount of damage you take while casting this spell plus their constitution modifier.
(1 Hit Dice) Add your spell casting ability to the amount of hit points the target gains.
Vein Spike (3rd level)1 Bonus Action, Self, S, 10 minutes: As a bonus action you use your blood to form an incredibly sharp spike over your hand. On a successful unarmed strike, the target bleeds for 1d6 rounds. Bleeding does 1d6 damage per round. You may use your spell casting ability as the attack modifier instead of the normal ability used.
(1 Hit Dice) Increase the round of bleeding by 1
(1 Hit Dice) Your unarmed strike deals 1d4 damage +Your spell ability modifier instead of it’s usual value, multiple activations increase the die type.
(2 Hit Dice) Gain a +1 to the attack roll and damage
(2 Hit Dice) Increase the number of bleeding damage dice by 1
Vile Form (1st level) 1 Action, 10 feet, S, concentration, up to 1 minute: You shape blood around yourself in such a way that you can attempt to cause one of the following effects. Any creature who can see the effect within a 30-foot cone of you must make a wisdom saving throw against your charisma (deception) check. You make this check with advantage and gain proficiency in deception for this check if you do not already have it. You can also choose to cast this spell on another willing creature within the spell’s range. This willing creature may choose to split any amount of the hit dice damage required to cast this spell, before rolling. Both you and the target must take any amount of damage from this, or you must take all of it as normal. If you use this ability on another willing creature, the targeted creature’s saving throw is made against both your dexterity (sleight of hand) check and the willing creature’s charisma (deception) check. The willing creature does not gain proficiency from the effects of this spell. Both you and the willing creature make these checks with advantage, and the targets must succeed their wisdom saving throw against the average of your two values or be affected by the spell. Each creature affected by this ability must drop whatever it is holding and become frightened of you or the willing creature for the duration of the spell unless they are aware this is a trick by other means.
You or the targeted creature suddenly appear to vomit the blood in a 10-foot line.
You or the targeted creature appear to violently bleed from any location on their body of your choosing.
(3 Hit Dice) The range of this spell increases to 60 feet, and you do not make a sleight of hand check. The willing creature adds +5 to the result of their deception check.
(1 Hit Dice) any creature takes 1d4 Psychic damage at the end of each turn they are frightened
(1 Hit Dice) increase the damage die of the above ability by 1 type
Vile Hemorrhage (4th Level), Action, 90 ft, V, S, Concentration, up to 1 minutes, You create a field of confusion and chaos within a 15 ft cube creating conflicts in the bloodstream of the heads of any creatures in the area. Each creature within the area of effect must make a Constitution saving throw or take 4d4 psychic damage, taking half on a successful save. If they fail the save the creature suffer a stroke, falling incapacitated and prone and taking 4d4 necrotic damage at the end of each of their turns. At the end of each of their turns they must make a constitution saving throw, if they succeed they are no longer under the effects of the spell.
(2 Hit Dice) all damage dice are increased by 1 type
(4 Hit Dice) any constitution saving throws are made with disadvantage