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 consume your life force to power your spells. When you cast a spell that doesn’t restore your health, you can expend Health Dice equal to the spell’s mana cost, instead of using any mana. For each Health Die spent in this way, roll the die and add your Constitution. Your lose health equal to the total.

Prerequisites: You know the blood sentinel, divine emissary, find familiar, or wild companion spell

Your blood sentinel, divine emissary, familiar, or wild companion is a part of you. While it is within 20 meters of you can communicate with each other telepathically. Additionally, as an action, you can see through its eyes and hear what it hears until the start of your next turn. While perceiving through its senses, you gain the benefits of any special senses possessed by it, though you are blinded and deafened to your own surroundings. While perceiving through its senses, you can also speak through your blood sentinel, divine emissary, familiar, or wild companion in your own voice, even if it is normally incapable of speech.

Prerequisites: Capable with the Occult skill and catalysts, mana, or ki

You can spend 10 minutes to perform a ritual to create a companion known as a homunculus. At the end of the ritual, the homunculus appears in an unoccupied space that you can see within 10 meters and assumes the form of a homunculus companion form.

Subtract an amount of catalysts or mana equal to your catalyst limit or Aptitude Bonus, or an amount of ki equal to double your Aptitude Bonus each time you take a rest. The homunculus is augmented to that amount of catalysts or mana. The homunculus is friendly to you and your companions and you always call the same homunculus.

Any creature you animated with this spell acts after your turn. You can mentally command the creature if it is within 20 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). The creature(s) will generally follow any specific verbal commands that you issue to them if the likely outcome is in accordance with its desires (no action required by you). For example you may command it to guard a particular chamber or corridor, explore the room ahead, or to attack a specific creature. If you don't issue any commands, they defend themselves from hostile creatures, but otherwise take no actions.

If the homunculus is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of rare materials worth 10 sp for each catalyst limit or Aptitude Bonus, you call forth the homunculus’s spirit and use your magic to create a new body for it. You can return a homunculus to life in this manner even if you do not possess any part of its body.

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 10 meters. As an action, you can pinpoint the space the creature occupies.

Additionally, you have advantage on skill 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 an 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 meter, and you have a flying speed of 5 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 a skill 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, the following rules apply:

  • you have health equal to half your normal form’s health
  • your only method of movement is a flying speed of 5 meters (hover)
  • you can enter and occupy the space of another creature
  • you have resistance to nonmagical damage except the damage you take from sunlight and are immune to the exhausted, grappled, paralyzed, petrified, poisoned, prone, and restrained conditions
  • you have advantage on Reflex and Fortitude saving throws
  • you can move through a space as narrow as 2 centimeters wide without squeezing, though treat liquids as though they were solid surfaces.
  • you can’t fall and remain hovering in the air even when stunned or otherwise incapacitated.
  • you can’t talk, manipulate objects, attack, use maneuvers, or cast spells. Any objects you were carrying or holding can’t be dropped, used, or otherwise interacted with.
  • if you are burning, the condition ends.
  • the only actions you can take in this form are the Dash action or to revert to your true form which you can only do if you have more health than half your normal form’s health.

While in mist form, 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 wings from your back. While you aren’t encumbered by weight, you gain a flying speed of 10 meters. You can create these wings as an action or as a reaction to falling.They last until you dismiss them (no action required).

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 an action, make a melee weapon attack with advantage against a creature that is below half its health.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Until the start of your next turn, if you are within 10 meters of a creature that you can sense that is below half its health, any attack you make against a creature not below half its health is made with disadvantage.

Enhance

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

As an action, make a melee weapon attack with a light or finesse weapon that deals piercing or slashing damage to cause the creature to bleed.

On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage and bleeding level by 1 for each additional stamina die expended.

As a reaction, which you use when you hit a creature with a melee weapon attack and reduce it to 0 health, you can rip into your foe as it drops. Each creature of your choice in a sphere twice as big as normal around you must make a Will saving throw.

On a failure, a creature is frightened of you until the end of your next turn.

Blood spells

As an action, you siphon life force from a creature that you can touch or see within 5 meters to heal your wounds. The creature must make a Fortitude saving throw. If the creature is a construct or an undead or has no blood in its body, the spell has no effect on it.

On a failure, it takes 1d6 necrotic damage.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

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

At higher levels

This spell’s damage increases by 1d6 when you reach 9th level (2d6) and 17th level (3d6).

5 minutes

As an 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 on your turn (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.

At higher levels

When you reach 9th level, you can make an attack with the blade as part of the same action to create it.

As you spend 1 minute to cast this spell, you touch at least one drop of blood to analyze the creature to which the blood belongs. You learn the creature’s species, gender, or age category such as adolescent, adult, or elderly (your choice).

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to learn all three details about the creature.

  • You can expend 1 additional mana to learn when and how the creature lost the blood, any kind of disease or poison in the blood, or any level of radiation in the blood.

As an action, you violently purge the blood from the body of a creature that you can touch or see within 10 meters through its skin. The creature must make a Fortitude saving throw.

On a failure, it loses 4d8 health and is bleeding 2.

On a critical failure, it loses twice as much health and is bleeding 4.

On a success, it loses half as much health and is bleeding 1.

On a critical success, it loses no health.

Augment

You can increase the damage by 5d8 for each additional mana expended.

3 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 + half its Aptitude Bonus (min 1) + its Dexterity (max 4). The spell ends if the target dons armor or if you dismiss the spell on your turn (no action required).

As an action, you siphon life force from a creature that you can touch or see within 10 meters to heal your wounds. The creature must make a Fortitude saving throw. If the creature has no blood in its body, the spell has no effect on it.

On a failure, it takes 3d8 necrotic damage.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

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

Augment

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

As a reaction 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 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 a reaction, which you use when a creature is reduced to 0 health within 10 meters of you, you can take control of the creature’s body as it falls. The creature must have blood in its body or this spell fails.

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.

As an action, you can manipulate the vitality of a creature within 10 meters to expunge a corruption in their blood. The target creature can immediately make a saving throw against an effect afflicting it.

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

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

As you spend 10 minutes 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: almiraj, badger, bat, cat, crab, fish (quipper), flying monkey, flying snake, frog, hawk, lizard, octopus, owl, poisonous snake, rat, raven, scorpion, sea horse, spider, toad, tressym, weasel, or any Tiny or smaller animal of challenge rating 0.

The sculpture animates into a sentinel within 1 meter of you. The sentinel has the statistics of the chosen form, though its health is increased by 5. Your sentinel can understand your speech and you gain the ability to decipher its noises and motions.

Your sentinel acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. If you don’t issue any commands to your sentinel, it defends itself from hostile creatures but otherwise takes no actions. A sentinel can’t attack, but it can take other actions as normal.

While your sentinel is within 20 meters of you:

  • Your sentinel has resistance to all damage. Each time it takes damage, you take the same amount of damage.
  • When you cast a spell with a range of touch, your sentinel can deliver the spell as if it had cast the spell. Your sentinel must use its reaction to deliver the spell when you cast it. If the spell is an attack, you use your own skill check for the roll.

As an action, you can temporarily dismiss your sentinel if it is within 5 meters of you. It disappears into a pocket dimension where it awaits your summons. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 5 meters of you that you can see.

You can’t have more than one blood sentinel, divine emissary, familiar, or wild companion at a time. If you cast this spell while you already have a blood sentinel, divine emissary, familiar, or wild companion, the spell fails.

When the sentinel drops to 0 health, it disappears, leaving behind no physical form. It reappears after you cast this spell again. If it is slain by a creature, you gain advantage on your next attack made against the killer.

Augment

You can increase your sentinel’s health by 15 for each additional mana expended.

concentration, 5 minutes/mana

As an action, a weapon that deals piercing or slashing damage that you touch thirsts for blood. For the duration, the weapon deals an extra 1d4 damage.

Alternatively, you can touch a quiver containing arrows or bolts, granting the ammunition pulled from it the same effect. The spell’s magic ends on a piece of ammunition when it hits or misses.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d4 for each additional mana expended.

  • You can expend 1 additional mana to cause an additional weapon you touch to thirst for blood.

1 hour/mana

As an action, you can smell creatures that don’t have full health within 10 meters for the duration, which allows you to pinpoint the space the creature occupies.

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

As an action, make a weapon attack.

On a hit, add 1d10 + your spellcasting ability damage to the attack’s damage roll and the creature is bleeding 2.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Augment

You can increase the damage by 2d10 and the bleeding level by 1 for each additional mana expended.

concentration, 5 minutes/mana

As two actions, you siphon blood from a creature within 10 meters, animating it into a blood ooze. The creature must make a Fortitude saving throw.

On a failure, it takes 3d6 necrotic damage and is a blood ooze appears in an unoccupied space within 1 meter of the creature.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

The ooze has no mana or stamina dice, but you can infuse it with mana, ki, or stamina dice by expending mana up to your mana limit or ki up to double your mana limit. For each mana or 2 ki you expend, the ooze gains 1 mana or 2 stamina dice. 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.

Any creature you animated with this spell acts after your turn. You can mentally command the creature if it is within 20 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). The creature(s) will generally follow any specific verbal commands that you issue to them if the likely outcome is in accordance with its desires (no action required by you). For example you may command it to guard a particular chamber or corridor, explore the room ahead, or to attack a specific creature. If you don't issue any commands, they defend themselves from hostile creatures, but otherwise take no actions.

Augment

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

As two actions, you coagulate the blood of a creature that you can touch or see within 10 meters. The creature must make a Fortitude saving throw. If the creature has no blood in its body, the spell has no effect on it.

On a failure, it takes 4d6 necrotic damage and is stunned until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 6d6 for each additional mana expended. If this spell is augmented to target additional creatures, this damage is halved.

  • You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • You can expend 1 additional mana so the duration changes to 1 minute/mana, concentration and the creature is stunned 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.

  • You can expend 1 additional mana so the creature is paralyzed instead of stunned.

1 hour/mana

As two actions, you connect your life to that of a willing creature within 10 meters. While the target is within 10 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 10 meters. It also ends if the spell is cast again on either of the connected creatures. You can dismiss the spell on your turn (no action required).

Augment

You can expend 1 additional mana to target any creature within 10 meters which must succeed on a Fortitude saving throw or be affected by this spell. Each time the target takes damage from this spell, it makes a new Fortitude saving throw against the spell. If the saving throw succeeds, the spell ends.

3 hours/mana

As two actions, you consume half a liter of blood from a creature that could cast spells that died within the last 24 hours. You can learn a spell with a mana cost up to your mana 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, 5 minutes/mana

As two actions, 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 10 meters. The homunculus assumes the homunculus companion form, using 2 resources. 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 or 2 ki you expend, the construct gains 1 mana or 2 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.

Any creature you animated with this spell acts after your turn. You can mentally command the creature if it is within 20 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). The creature(s) will generally follow any specific verbal commands that you issue to them if the likely outcome is in accordance with its desires (no action required by you). For example you may command it to guard a particular chamber or corridor, explore the room ahead, or to attack a specific creature. If you don't issue any commands, they defend themselves from hostile creatures, but otherwise take no actions.

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, 5 minutes/mana

As two actions, black leathery wings spread out from your back so you gain a flying speed of 10 meters for the duration. When this spell’s duration would end, if you’re still flying, you float gently to the ground at 10 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 5 meters of each other when you target them.

concentration, 1 hour/mana

As two actions, a creature that you can touch or see within 10 meters has its blood vessels violently purged through its skin. The creature must make a Fortitude saving throw. If the creature has no blood in its body, the spell has no effect on it.

On a failure, it takes 2d8 necrotic damage.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

If the creature takes damage, 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 meter.

A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Reflex saving throw.

On a failure, 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, or one that can touch the creature, can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty. If it succeeds, it is no longer restrained.

Any 1-meter 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 2d8 for each additional mana expended.

Augment sizes

1 stamina die/mana2 stamina dice/mana3 stamina dice/mana4 stamina dice/mana5 stamina dice/mana
Cone3 meters long5 meters long10 meters long10 meters long20 meters long
Cylinder1-meter-radius, 3 meters high2-meter-radius, 6 meters high3-meter-radius, 9 meters high4-meter-radius, 12 meters high5-meter-radius, 15 meters high
Line5 meters long, 1-meter wide5 meters long, 2-meter wide10 meters long, 2-meter wide10 meters long, 2-meter wide20 meters long, 2-meter wide
Sphere1-meter-radius2-meter-radius3-meter-radius4-meter-radius5-meter-radius
Wall5 meters long, 2 meters high, 1 meter thick5 meters long, 4 meters high, 1 meter thick10 meters long, 6 meters high, 1 meter thick10 meters long, 8 meters high, 1 meter thick20 meters long, 10 meters high, 1 meter thick