Kryx RPGThemesCreatures

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 or psi. 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 or find familiar spells

Your familiar is a part of you. While your familiar 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 your familiar’s 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 your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.

Prerequisites: Proficiency with the Occult skill and catalysts, mana, or psi

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

As an action on each of your turns, you can mentally command your homunculus if it is within 100 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 actions your homunculus 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, your homunculus only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

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 25 sp worth of rare materials, 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 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 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 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, 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 on your turn (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, you can make a melee weapon attack with advantage against a creature that is below half its health. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

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 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 failed save, a creature is frightened of you until the end of your next turn.

Blood spells

As an action, a creature that has blood in its body that you can touch or see within 5 meters must make a Fortitude saving throw.

On a failed save, you siphon its life force to heal your wounds as it takes 1d8 necrotic damage and you gain temporary health equal to half the amount of necrotic damage dealt.

At higher levels

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

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 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 or psi to learn the creature’s species, gender, age, and when and how the creature lost the blood.

As an action, a creature that has blood in its body that you can touch or see within 10 meters must make a Fortitude saving throw.

On a failed save, its blood is violently purged from it body through its skin as it takes 3d12 necrotic damage.

On a successful save, it takes half as much damage.

Augment

You can increase the damage by 3d12 for each additional mana or psi expended.

3 hours/mana or psi

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 proficiency bonus + 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, a creature that has blood in its body that you can touch or see within 10 meters must make a Fortitude saving throw.

On a failed save, you siphon life force to heal your wounds as it takes 3d8 necrotic damage.

On a successful save, it takes half as much 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 or psi 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 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 or psi 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. 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.

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

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 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 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: awakened shrub, bat, cat, crab, crawling claw, fish (quipper), flying snake, frog (toad), hawk, homunculus, lizard, octopus, owl, poisonous snake, rat, raven, sea horse, spider, weasel, or any Tiny or smaller animal of challenge rating 0.

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

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. If you don’t issue any commands to your familiar, it defends itself from hostile creatures but otherwise takes no actions. A familiar can’t attack, but it can take other actions as normal.

While your familiar is within 20 meters of you:

  • Your familiar 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 familiar can deliver the spell as if it had cast the spell. Your familiar 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.

As an action, you can temporarily dismiss your familiar 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 familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form from the above list.

When the familiar 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 roll against the killer.

Augment

You can increase your familiar’s health by 15 for each additional mana or psi expended.

concentration, 5 minutes/mana or psi

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 1d6 damage when it hits.

If the attack misses by 4 or less, the weapon deals half as much 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 or psi for each option.
  • You can increase the damage by 1d6 for each additional mana or psi expended.

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

1 hour/mana or psi

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 ability checks to track any creature that doesn’t have full health.

As an action, you lacerate a creature that you can touch or see within 10 meters which must make a Fortitude saving throw.

On a failed save, it takes 3d6 necrotic damage and starts hemorrhaging.

On a successful save, it takes half as much damage and doesn’t start hemorrhaging.

At the start of each of its turns while hemorrhaging, the creature must make a Fortitude saving throw.

On a failed save, it takes 2d6 necrotic damage.

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

Augment

You can increase the initial damage by 3d6 and the hemorrhaging damage by 2d6 for each additional mana or psi expended.

concentration, 1 hour/mana or psi

As two actions, a creature within 10 meters of you must make a Fortitude saving throw.

On a failed save, it takes 2d6 necrotic damage, or half as much damage on a successful save. A blood ooze appears in an unoccupied space within 1 meter of the creature. The ooze has no mana or stamina dice, but you can infuse it with mana, psi, or stamina dice by expending mana or psi, up to your mana limit or psi limit. For each mana or psi you expend, the ooze gains 1 mana or 3 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.

When you cast the spell—and as an action on each of your turns thereafter—you can mentally command any ooze you created with this spell if the creature is within 50 meters of you. You decide what actions 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 or psi expended, creating an additional blood ooze.

concentration, 1 hour/mana or psi

As two actions, a creature that has blood in its body that you can touch or see within 10 meters must make a Fortitude saving throw.

On a failed save, its blood vessels are violently purged from its body through its skin as it takes 4d6 necrotic damage.

On a successful save, it takes half as much 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.

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 an 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-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 4d6 for each additional mana or psi expended.

concentration, 1 minute/mana or psi

As two actions, a creature that has blood in its body that you can touch or see within 10 meters must make a Fortitude saving throw.

On a failed save, you stiffen its blood as it takes 4d6 necrotic damage and is stunned for the duration.

On a successful save, it takes half as much damage and isn’t stunned.

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

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

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

1 hour/mana or psi

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 or psi 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 or psi

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 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 or psi

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 or psi, up to your mana limit or psi limit. For each mana or psi 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.

When you cast the spell—and as an action on each of your turns thereafter—you can mentally command any creature you created with this spell if the creature is within 50 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 actions 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 or psi for each option.
  • You can use an additional resource for each additional mana or psi expended.

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

Prerequisites: Suffused and Eidolon feat
1 hour/mana or psi

As two actions, you can touch your eidolon and fuse yourself with it. You can divide the fusion earlier by using an action on your turn. You automatically divide if the spell ends, if you fall unconscious, if you drop to 0 health, or if you die. You can expend additional mana or psi to extend the duration of the spell. When the fusion ends, you emerge prone in a space within 1 meter of your eidolon. If your eidolon is reduced to 0 health while you are fused, you are immediately ejected, and stunned for 1 round. Any excess damage carries over to you.

While you are fused, the following rules apply:

  • Your game statistics are replaced by the statistics of your eidolon, but you retain your personality, Intelligence, Wisdom, and Charisma. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of your eidolon. If your eidolon has the same proficiency as you and the bonus in its stat block is higher than yours, use your eidolon’s bonus instead of yours.
  • Your ability to speak or use any action that requires hands is limited to the capabilities of your eidolon.
  • You retain the benefit of any feats and features from your class, species, or other source and can use them if the new form is physically capable of doing so with the following limitations
    • You can’t use any of your special senses, such as darkvision, unless your eidolon also has that sense.
    • You retain your mana, mana limit, psi, psi limit, stamina dice, and dice limit, and your eidolon does as well. When you expend any such resource, you choose which pool to draw from.
    • You can use any maneuver you know or a maneuver known by your new form.
  • You can use an action to expend mana or psi so your form gains 3 stamina dice per mana or psi expended, up to your mana limit or psi limit.
  • You choose whether your equipment falls to the ground in your space, fuses into your new form, or is worn by your eidolon. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on your eidolon’s shape. Your equipment doesn’t change shape to match your eidolon, and any equipment that the new form can’t wear must either fall to the ground or fuse with it. Equipment that fuses with the form has no effect until you leave the form.
Augment

If you expend 4 or more mana or psi and the spell lasts for the duration, the transformation lasts until it is dispelled.

concentration, 5 minutes/mana or psi

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 or psi expended. The creatures must be within 5 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
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, 30 centimeters thick5 meters long, 4 meters high, 60 centimeters thick10 meters long, 6 meters high, 90 centimeters thick10 meters long, 8 meters high, 120 centimeters thick20 meters long, 10 meters high, 150 centimeters thick