Blood Magic
Forbidden by most witch covens, blood magic centers on the use of dark spells and mortal hexes that
draw from the spellcaster’s very essence. It is fundamentally more perilous than other witch crafts, but
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its many risks come with copious rewards.
Blood Magic Spells
Spells Level Spells
1st hellish rebuke, hollowing curse*
2nd acid arrow, hold person
3rd ruby-eye curse,* vampiric touch
4th blight, dominate beast
5th cloudkill, dominate person
HEX: BLOOD CURSE
Starting when you choose this craft at 3rd level, you
can mark a creature with a sinister blood curse. As an
action, choose one creature you can see within 60
feet of you to make a Constitution saving throw. On a
failed save, this creature is on the brink of death until
the end of your next turn. If the creature at any point
in this duration is missing any of its hit points and has
fewer hit points than twice your witch level, it
immediately drops to 0 hit points.
Hmm, something is leaking.
NOVICE HEMOMANCY
Also at 3rd level, when you cast a spell that requires material components that don’t have a cost indicated, you
can replace the material components with a drop of blood.
ARCANE BLOODLETTING
Lastly at 3rd level, you can impel your magic with a measure of your own blood. When you cast a spell
that has a casting time of 1 action, you can choose to lose 5 hit points to change the casting time to 1
bonus action for this casting.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You
regain all expended uses when you finish a long rest.
DEATHSEEKER
At 6th level, you can see those near death shrouded in a crimson aura. Even in heavily obscured
conditions, you can detect the location of creatures within 60 feet of you that are missing any of their
hit points. This sense can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common
metal, a thin sheet of lead, or 3 feet of wood or dirt.
Additionally, you have advantage on ability checks you make to track a creature you or your familiar has
damaged within the last 24 hours.
HEMOMANTIC RECOVERY
Beginning at 10th level, you can perform a blood ritual to bolster your magic. Once per day when you
finish a short rest, you can spend Hit Dice to recover expended spell slots. The cost for each spell slot is
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given on the table below. You can’t use this ability to recover spell slots of 6th level or higher.
Spell Level Hit Dice
1st 2
2nd 3
3rd 5
4th 6
5th 7
SANGUINE
By 14th level, you can wield your own blood like a vicious lash. Once per round, when you cast a spell
that deals damage to a creature that is under the effect of your hex, you can choose to lose hit points to
increase the amount of damage dealt. For every 5 hit points you lose, you can deal an extra 2d8
necrotic damage to the creature, to a maximum of 6d8 damage. This feature only applies to a hostile
creature that is the sole target of your hex.