Sangromancy spells
Blood Bond
3rd-level enchantment (sangromancy)
Casting Time: 1 action
Range: Touch
Components: V, S, M (a rag soaked in your own blood)
Duration: 1 hour
As part of casting this spell, you must expend three
hit dice or the spell automatically fails. If you do, roll
the expended hit dice, and the creature gains an equal
number of temporary hit points.
For the duration of the spell, you know the direction
and distance to the creature at all times, you and
the creature can speak to one another telepathically
(provided the creature has an intelligence score of 3 or
higher), and you can target the creature with spells you
cast that have a range of Self or Touch. These benefits
are suppressed while you and the creature are not on the
same plane.
At any point, a creature affected by this spell can
choose to end the spell early. If it does, the creature loses
all remaining temporary hit points granted by this spell
and takes necrotic damage equal to the temporary hit
points lost.
At Higher Levels. When you cast this spell using a
spell slot of 5th or 6th level, its duration is 8 hours. When
you cast this spell using a spell slot of 7th or 8th level,
its duration is 24 hours. When you cast this spell using a
spell slot of 9th level, its duration is 7 days.
Blood Rush
1st-level transmutation (sangromancy)
Casting Time: 1 bonus action
Range: Self
Components: S
Duration: Instantaneous
As part of casting this spell, you must expend a hit die orthe spell automatically fails. If you do, roll the hit die and regain a number of hit points equal to the result + your spellcasting ability modifier.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can expend and roll an additional hit die for each slot level above 1st.
Circle of Scarlet
4th-level evocation (sangromancy)
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a piece of parchment with a circle drawn in humanoid blood)
Duration: Instantaneous
As part of casting this spell, you must expend four hit dice or the spell automatically fails. If you do, choose a point on the ground within range and roll the expended hit dice. A crimson pillar erupts from the ground in a 15-foot radius and 100-foot high cylinder centered on the point you chose. Each creature within the cylinder must make a Constitution saving throw. On a success, the creature takes necrotic damage equal to the total of the expended hit dice. On a failure, the creature takes necrotic damage equal to the total of the expended hit dice and must expend and roll four hit dice of its own, taking additional necrotic damage equal to the result. For each creature who fails the saving throw against this spell, you gain 5 temporary hit points.
Consumption
1st-level evocation (sangromancy)
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S, M (a malnourished leech)
Duration: Concentration, up to 1 minute
As part of casting this spell, you must expend a hit die or the spell automatically fails. If you do, choose a creature within range and roll the hit die. The creature loses a number of hit points equal to the result. For the duration of the spell, the creature must make a Constitution saving throw at the end of each of its turns. On a failure, roll the hit die expended to cast this spell again, and the creature loses hit points equal to the result. On a success, this effect ends for the creature.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, choose an additional target for the spell for each slot level above 1st.
Creeping Death
8th-level necromancy (sangromancy)
Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Concentration, up to 1 minute
As part of casting this spell, you must expend eight hit dice or the spell automatically fails. When you do, roll the eight hit dice expended to cast this spell and total them to determine the creature’s creeping death threshold. While the spell remains active, if the creature’s current hit points ever equal or are less than the creeping death threshold, the creature immediately dies.
As a bonus action on each of your turns while this spell is active, you can force the target to make a Constitution saving throw. On a failure, roll 2d6 and add the result to the creature’s creeping death threshold. On a success, add half the result instead. If the creature succeeds on three saving throws, which do not have to be consecutive, this spell ends early.
Crimson Lash
1st-level conjuration (sangromancy)
Casting Time: 1 bonus action
Range: Self
Components: S
Duration: 10 minutes
As part of casting this spell, you must expend a hit die or the spell automatically fails. If you do, a writhing lash of coagulated blood springs from your hand. This magic weapon lasts until the spell ends. It counts as a simple weapon with which you are proficient, and it has the light, finesse, and reach properties. You can choose to add your spellcasting modifier, instead of your Strength or Dexterity modifier, to attack and damage rolls with this weapon. Its damage die is equivalent to the hit die expended casting this spell, and the damage dealt is necrotic. Each time a creature takes damage from this magic weapon, its maximum hit points are reduced by an amount equal to the damage it took.
At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, when you take the Attack action, you can make two weapon attacks, provided both are with this magic weapon. When you use a spell slot of 5th level or higher, when you take the Attack action you make three weapon attacks, provided all are with this magic weapon.
Dark Sacrament
4th-level evocation (sangromancy)
Casting Time: 1 action
Range: Self
Components: V, S, M (a dagger encrusted in jewels worth at least 100 gp)
Duration: Instantaneous
As part of casting this spell you must expend four hit dice or the spell automatically fails. If you do, make a melee spell attack against a creature within 5 feet using the material component of this spell. On a hit, roll the hit dice expended casting this spell plus an additional 4d8 and deal necrotic damage equal to the result. If this damage causes the creature to be reduced to 0 hit points, it immediately dies and you gain one of the following dark blessings of your choice.
Unassailable. You have advantage on all saving throws.
Unbreakable. Your size increases by one category (from Medium to Large, for example), you gain a number of temporary hit points equal to your Constitution modifier (minimum 1) at the start of each of your turns, and your weapon attacks deal an additional 1d4 damage.
Unerring. Your proficiency bonus increases by 2. Your dark blessing ends after 10 minutes or when you are reduced to 0 hit points, whichever happens first. When you take radiant damage while you have a dark blessing, you take an additional 1d4 damage.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the melee spell attack damage increases by 1d8 for each slot level above 4th.
Heartseeker
6th-level evocation (sangromancy)
Casting Time: 1 action
Range: 300 feet
Components: V, S, M (a ruby worth at least 100 gp)
Duration: Concentration, up to 1 minute
As part of casting this spell you must expend six hit
dice or the spell automatically fails. When you do, blood
flows from your body then crystallizes into a barbed
arrow, which launches at a creature of your choice
within range. Make a ranged spell attack against the
chosen creature. On a hit, roll the hit dice expended to
cast this spell, and the creature takes piercing damage
equal to the result.
Once lodged in the creature, the bloody arrow begins
to burrow toward its heart, rendering it vulnerable to
further attacks. At the start of the creature’s next turn,
it must make a Constitution saving throw. On a failure,
attacks against the creature score critical hits on a 19 or
20 on the attack roll.
At the start of each of the creature’s turns after that, it
must repeat the Constitution saving throw or the critical
hit range on attacks against the creature increases by 1
again. If the creature succeeds on three of these saving
throws (these successes do not need to be consecutive)
this spell ends. The increased critical hit range ends
when the spell does.