Kryx RPGThemesMonsters

Blood

Blood delivers the necessary substances to cells. But it can also be siphoned away, controlled, and manipulated.

Power Sources

Occult

Table of Contents

Blood feats

You can take each feat only once, unless the feat’s description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite.

Prerequisites: The ability to cast at least one spell

You gain the ability to sacrifice your physical durability in exchange for power. When casting a spell, you can expend Health Dice equal to its mana cost, instead of using any mana.

Prerequisites: You know the create homunculus spell

You can spend 10 minutes to perform a ritual to create a companion known as a homunculus. At the end of the ritual, you cast create homunculus, changing the duration to last until you finish a short or long rest and removing the need to concentrate on the spell.

Prerequisites: You have been bitten by a vampire and have drank a vampire’s blood

You no longer need to breathe and do not age. While you can eat common food, you do not need it to survive. You need only to drink blood from a living host at least once a week in order to survive. If a Vampire goes without blood for a week they will slip into a kind of hibernation from which they cannot awake unless given fresh blood. Blood from the dead will not suffice as it is indigestible and repulsive.

You can smell creatures that don’t have full health within 18 meters, which allows you to pinpoint the space the creature occupies.

Additionally, you have advantage on ability checks to track any creature that doesn’t have full health.

Prerequisites: Vampiric Nature feat

When you aren’t in sunlight or running water, you can use your action to transform in to a Tiny bat or back into your true form. While in bat form, you can’t speak, your walking speed is 1.5 meters, and you have a flying speed of 9 meters. Your statistics, other than your size and speed, are unchanged. Anything you are wearing transforms with you, but nothing you are carrying does. You revert to your true form if you die.

Prerequisites: Vampiric feat

The vampiric blood coursing through your veins manifests. You gain the following benefits:

  • You know the blood drain spell
  • You don’t cast a shadow or a reflection.
  • You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • If you have at least 1 health at the start of each of your turns, you are not in sunlight or running water, and you have not taken radiant damage or damage from holy water since the end of your last turn, you gain temporary health equal to your Constitution.
Prerequisites: Vampiric Nature feat

When you drop to 0 health outside your resting place, you transform into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that you aren’t in sunlight or running water. If you can’t transform, you are destroyed.

While in mist form, you have health equal to half your normal form’s health, you can’t take any actions, speak, or manipulate objects. You are weightless, have a flying speed of 6 meters, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, you can do so without squeezing, and you can’t pass through water. You have advantage on Reflex and Fortitude saving throws, and you are immune to all nonmagical damage, except the damage you take from sunlight.

While in mist form, you can’t revert to your true form, and you must reach your resting place within 2 hours or be destroyed. Once in your resting place, you revert to your true form. You are then paralyzed until you regain at least 1 health. After spending 1 hour in your resting place with 0 health, you regains 1 health.

Prerequisites: Vampiric Nature feat

You gain the ability to sprout a pair of black leathery from your back, gaining a flying speed of 18 meters. You can create these wings as a bonus action on your turn or as a reaction to falling. They last until you dismiss them on your turn.

You can’t sprout your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Blood maneuvers

As a bonus action, you have advantage on your next melee weapon attack roll against a creature that is below half its health until the end of your next turn. If that attack hits, add the stamina die to the attack’s damage roll. Until the start of your next turn, if you are within 18 meters of a creature that you can sense that is below half its health, any attack you make against a target not below half its health is made with disadvantage.

Enhance

You can increase the damage for each additional stamina die expended.

Blood spells

As an action, you siphon life force to heal your wounds. One creature that you can touch or see within 9 meters must succeed on a Fortitude saving throw. A creature isn’t affected by this spell if it doesn’t have blood in its body.

On a failed save, the target takes 1d8 necrotic damage and you gain temporary health equal to half the amount of necrotic damage dealt.

Augment

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 9th level (3d8), 13th level (4d8), and 17th level (5d8).

5 minutes

As a bonus action, a blade of your blood appears in your free hand and lasts for the duration. You create the blade as a magical dagger, katar, sai, sickle, greatsword, kama, kukri, longsword, scimitar, or shortsword.

The spell ends if you dismiss it (no action required), if you cast it again, or if you end your turn without the blade in your hand as the blood falls to the ground.

As an action, you touch at least one drop of blood to learn about the creature to which the blood belongs. If the creature is alive or undead and is unwilling, it must succeed on a Fortitude saving throw or be affected by this spell.

You identify the kind of poison, disease, or level of radiation in the blood.

Augment

Blood Biography. You can expend 1 additional mana to learn the creature’s species, gender, age, and when and how the creature lost the blood.

As an action, you violently purge the blood from a creature’s body through its skin. Choose a creature that you can touch or see within 18 meters. The target must make a Fortitude saving throw. A creature isn’t affected by this spell if it doesn’t have blood in its body.

On a failed save, the target takes 6d6 necrotic damage.

On a successful save, the target takes half as much damage.

Augment

You can increase the damage by 8d6 for each additional mana expended.

concentration, 1 minute/mana

As an action, a creature that you can touch or see within 18 meters starts bleeding for the duration. At the start of each of its turns while affected by this spell, the creature must make a Fortitude saving throw.

On a failed save, the target takes 4d6 necrotic damage.

On a successful save, the target takes half as much damage and the effect ends.

Augment

You can increase the damage by 6d6 for each additional mana expended.

4 hours/mana

As an action, you touch a willing creature who isn’t wearing armor, and its blood becomes as hard as iron upon contact with air until the spell ends. The target’s Defense becomes 13 + its Dexterity (max 4). The spell ends if the target dons armor or if you dismiss the spell as an action.

As an action, you siphon life force to heal your wounds. One creature that you can touch or see within 18 meters must make a Fortitude saving throw. A creature isn’t affected by this spell if it doesn’t have blood in its body.

On a failed save, the target takes 3d8 necrotic damage.

On a successful save, the target takes half as much damage.

You regain health equal to half the amount of necrotic damage dealt.

Augment

You can increase the damage by 4d8 for each additional mana expended.

As a bonus action when you cast a spell, you can cut one of your hands, releasing a small stream of blood that transforms into one material component of your choice required by the original spell, with a cost of up to 100 sp or augments a material component to be up to 100 sp more valuable.

Your health and maximum health are both reduced by 1d10. This reduction can’t be lessened in any way, your maximum health cannot be increased in any way until you finish a long rest, and the reduction to your maximum health lasts until you finish a long rest. You cannot create magic items with blood money.

This spell does not change your mana or psi limit for another spell you cast this turn.

Augment

The component cost can be up to 100 sp higher for each additional mana expended. Reduce your health by an additional 1d10 for each augmentation.

As an action, you can manipulate the vitality of a creature within 18 meters to expunge a corruption in their blood. The target creature can immediately make a saving throw against an effect afflicting it.

The targeted creature must have blood in its body or this spell has no effect.

(ritual); M (a life-sized animal sculpture of a familiar made of clay, cloth, stone, or wood, plus mandrake root worth 10 sp, consumed)

As you spend 1 hour to cast this spell, you pour a few drops of your blood into the mouth of the animal sculpture, temporarily giving it life. The form is based on the sculpture: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, weasel, or any Tiny or smaller beast of challenge rating 0. The sculpture animates into a familiar within 1.5 meters of you, the familiar has the statistics of the chosen form, though it is a construct instead of a beast.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.

When the familiar drops to 0 health, it becomes lifeless, leaving behind a broken sculpture beyond repair.

While your familiar is within 35 meters of you, you can communicate with each other telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 9 meters of you.

You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, your current familiar becomes lifeless.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 35 meters of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

1 hour/mana

As an action, you can smell creatures that don’t have full health within 18 meters for the duration, which allows you to pinpoint the space the creature occupies.

Additionally, you have advantage on ability checks to track any creature that doesn’t have full health.

concentration, 1 hour/mana

As an action, a creature within 18 meters of you must make a Fortitude saving throw.

On a failed save, the creature takes 2d6 necrotic damage, or half as much damage on a successful save. A blood ooze appears in an unoccupied space within 1.5 meters of the creature. The ooze is friendly to you and your companions and melts to a pool of blood when it drops to 0 health or when the spell ends.

When it attacks, make a melee spell attack in place of its attack, but retain the damage and other effects.

As a bonus action on each of your turns, you can mentally command the ooze you created with this spell if the creature is within 90 meters of you. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

Augment

You can target one additional creature for each additional mana expended, creating an additional blood ooze.

concentration, 1 hour/mana

As an action, you cause one creature that you can touch or see within 18 meters to violently purge blood vessels through its skin. The target must make a Fortitude saving throw. A creature isn’t affected by this spell if it doesn’t have blood in its body.

On a failed save, the target takes 3d8 necrotic damage and its purged blood vessels magically erupt.

On a successful save, the target takes half as much damage its purged blood vessels do not magically erupt.

The avascular mass erupts in a sphere centered on the target. The avascular mass is difficult terrain and lightly obscures its area.

If the avascular mass isn’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, it collapses on itself, and the spell ends at the start of your next turn. The mass layered over a flat surface has a depth of 1.5 meters.

Each creature that starts its turn in the avascular mass or that enters it during its turn must make a Reflex saving throw.

On a failed save, a creature is restrained as long as it remains in the avascular mass or until it breaks free.

A creature restrained by the avascular mass can use its action to make an Acrobatics or Brawn check (its choice) against your spell save DC. If it succeeds, it is no longer restrained.

Any 1.5-meters cube of avascular mass that takes more than 10 radiant damage on a single turn disintegrates. When the spell ends, the blood vessel mass becomes a small layer of limp, decaying tissue.

Augment

You can increase the damage by 3d8 for each additional mana expended.

concentration, 1 minute/mana

As an action, you can stiffen the blood of a creature that you can touch or see within 18 meters. The target must make a Fortitude saving throw. A creature isn’t affected by this spell if it doesn’t have blood in its body.

On a failed save, the target is paralyzed for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Augment

You can target one additional creature for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

1 hour/mana

As an action, you connect your life to that of a willing creature within 18 meters. While the target is within 18 meters of you, you have resistance to all damage. Also, each time you take damage, it takes the same amount of damage.

The spell ends if you drop to 0 health or if you and the target become separated by more than 18 meters. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to target any creature within 18 meters which must succeed on a Will saving throw or be affected by this spell. Each time the target takes damage, it makes a new Will saving throw against the spell. If the saving throw succeeds, the spell ends.

  • You can expend 2 additional mana to cast the spell as a bonus action when you hit a creature with a weapon attack. The creature you hit must succeed on a Will saving throw or be affected by this spell. Each time the target takes damage, it makes a new Will saving throw against the spell. If the saving throw succeeds, the spell ends.

As a reaction, which you take when a creature is reduced to 0 health within 18 meters of you, you can take control of the creature’s body as it falls. That creature immediately makes a single weapon attack against a target of your choice within its reach and the attack deals extra damage equal to your spellcasting ability (minimum of 1).

The targeted creature must have blood in its body or this spell has no effect.

4 hours/mana

As an action, you consume a 470 milliliters of blood from a creature that could cast spells that died within the last 24 hours. You can learn a spell with a mana or psi cost up to your mana limit or psi limit that the creature knew for the duration. Your GM determines the spell, though you can provide input such as “a higher mana spell”, “a spell that can protect me”, “a spell that can cause mass destruction”.

concentration, 1 hour/mana

As an action, you mix certain chemicals with blood, clay, ash, and mandrake root, to create a companion known as a homunculus which appears in an unoccupied space that you can see within 18 meters. The homunculus assumes the homunculus companion form, using 1 resource. The creature has no stamina dice, but you can infuse it with stamina dice by expending mana, up to your mana limit. For each mana you expend, the construct gains 3 stamina dice. The homunculus is friendly to you and your companions, and it disappears when it drops to 0 health or when the spell ends.

As a bonus action on each of your turns, you can mentally command any creature you summoned with this spell if the creature is within 90 meters of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can use an additional resource for each additional mana expended.

  • You can expend 2 additional mana to call forth another homunculus.

concentration, 1 minute/mana

As an action, you touch a creature who must succeed on a Fortitude saving throw or have its flesh ripple, grow together, and fuse into a nearly seamless whole.

On a failed save, the target is paralyzed and is forced into a fetal position (if humanoid), with only the vaguest outline of its folded arms and legs visible below the all-encompassing wave of flesh. The target retains the ability to breathe, eat, and excrete. If the sudden transformation would prove fatal to the creature (such as fusing a flying target), the target has advantage on the save.

A creature paralyzed by the cocoon can use its action to make an Acrobatics or Brawn check (its choice) against your spell save DC.

On a success, the creature tears free of its fused flesh, causing it to take 4d6 slashing damage as its skin rips.

Creatures not composed of flesh are immune, and a shapechanger can revert to its normal form as an action.

concentration, 5 minutes/mana

As an action, black leathery wings spread out from your back so you gain a flying speed of 18 meters for the duration. When this spell’s duration would end, if you're still flying, you float gently to the ground at 18 meters per round.

You can’t sprout your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Augment

You can target two additional creatures for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

Augment sizes

1 stamina die/mana2 stamina dice/mana3 stamina dice/mana4 stamina dice/mana5 stamina dice/mana
Cone4.5 meters long9 meters long13.5 meters long18 meters long22.5 meters long
Cylinder1.5-meter-radius, 4.5 meters high3-meter-radius, 9 meters high4.5-meter-radius, 13.5 meters high6-meter-radius, 18 meters high7.5-meter-radius, 22.5 meters high
Line6 meters long, 1.5 meters wide12 meters long, 1.5 meters wide18 meters long, 1.5 meters wide24 meters long, 1.5 meters wide30.5 meters long, 1.5 meters wide
Sphere1.5-meter-radius3-meter-radius4.5-meter-radius6-meter-radius7.5-meter-radius
Wall4.5 meters long, 3 meters high, 30 centimeters thick9 meters long, 6 meters high, 60 centimeters thick13.5 meters long, 9 meters high, 90 centimeters thick18 meters long, 12 meters high, 120 centimeters thick22.5 meters long, 15 meters high, 150 centimeters thick