Contents 3 Sanguine Callings ..................................................... 7 Anathema ....................................................................................... 7 Martyr ..............................................................................................7 Reaver ..............................................................................................8 Bloodborne Spell List ...........................................9

Bloodborne Class

10 1st Level ..............................................................................10 2nd Level ............................................................................ 11 3rd Level .............................................................................11 4th Level .............................................................................12 5th Level .............................................................................13

Hemomancy Spells

Acknowledgments

Created by /u/EmperorAiselore. Playtesters: /u/tomgrenader, /u/Crabholster Current Version: 1.0 Cover image: A Butcher Crowley by Anastasia Bulgokova Other Artists: Miguel Coimbra, Nebizial, Anndr, AnotherDamian, Chenbo, Steve Argyle, NanFe, conorburkeart, FenghuaArt, sagasketchbook, and Vesner Special Thanks: to /u/AeronDrake for his wonderful "Homebrewery Formatting Guide", and /u/QalarValar for his amazing resource "Watercoloring in the Homebrewery". I couldn't have done it without you guys! Also thank you to the guys who put together the UnearthedArcana google drive! That stuff was invaluable! Made with The Homebrewery

2

CONTENTS

Bloodborne

Breathing heavily, grim and bloody, an elf raises her blade as she charges toward an orcish chieftan. As her blade strikes home, blood begins to siphon from the wound, draining the life from the orc. The elf smiles as her wounds knit closed. Grasping his warhammer, a dwarf draws a simple shape in blood. He roars as his veins begin to burn and his weapon begins weeping blood. He swings the hammer into a vrock's side, once, then twice. As he pulls back, the wounds he inflicted are bleeding heavily. His blood continues to blaze within him as he hefts his hammer, ready to deal more blows. A tired and bloodied human watches as her companion falls to the crushing blow of a massive club wielded by a hill giant. Focusing the bloody power within her, she wills her allies wounds to heal. Her ally staggers back to consciousness as her own wounds begin to heal as well. Bloodbornes are wielders of the art of hemomancy, a twisted form of blood magic. As they become injured, their well of power grows and when it is unleashed it closes their wounds and restores vigor. They are frontline combatants with legendary staying power, but their curse makes outside sources of healing ineffective.

Survivors of a Deadly Disease

All bloodbornes have one thing in common: they each have had some kind of deadly disease of the blood. Whether it be genetic, caused by a foreign agent, or of magical origin, they all would have certainly died if not for the magic in their veins. As their disease runs its course, the latent power in their blood slowly awakens and grows. It is only when they reach the point of near death that their true potential to harness the hemomantic arts is discovered. They make a miraculously swift recovery and notice that as they get hurt, they feel more powerful. Some channel this power into fury, becoming deadly warriors on the battlefield. They attack with ferocity and are unrelenting, knowing that when they get injured, they will only bring more pain to their foes. Others are drawn more towards the healing aspect of their ability. They learn to heal their companions and in doing so, heal themselves. Yet others are drawn towards the darker aspects of hemomancy, the cursing and ruination of those they prey upon.

Feared and Hated

Those that practice the art of hemomancy are often found on the fringes of society. Due to the grisly way their power manifests, they are frequently shunned or driven out. Some bloodbornes fully embrace their new role and become evil forces of destruction. Some simply take to the life of an

adventurer, never staying in one place long enough to draw notice. Others gravitate towards mercenary forces or employ their skills as hired killers. No matter where they go, a bloodborne will almost always been seen as evil thanks to the nature of their magic. As they call upon the strength in their blood, they invoke ancient rites older than the gods. Ultimately, their power stems from their own life force and the healthier the bloodborne, the more they can bleed, and the more powerful they become. Though they are hated by society as a whole, bloodbornes make a powerful addition to an adventuring party, bringing stamina and raw strength to the battlefield. BLOODBORNE

3

The Bloodborne Level

Proficiency Bonus

Blood Dice/Long Rest

Maximum Burst

Spells Known

1st 2nd 3rd 4th 5th

1st

+2

Bloodborne's Curse, Power From Pain

1

2



— — — — —

2nd

+2

Fighting Style, Spellcasting, Hemogenesis

1

2

2

2 — — — —

3rd

+2

Sanguine Calling

1

2

3

3 — — — —

4th

+2

Ability Score Improvement

1

2

3

3 — — — —

5th

+3

Extra Attack

1

3

4

4

2 — — —

6th

+3

Accelerated Healing

2

3

4

4

2 — — —

7th

+3

Sanguine Calling feature

2

3

5

4

3 — — —

8th

+3

Ability Score Improvement

2

3

5

4

3 — — —

9th

+4



3

4

6

4

3

2 — —

10th

+4

Burning Blood, Unending Breath

3

4

6

4

3

2 — —

11th

+4

Sanguine Calling feature

3

4

7

4

3

3 — —

12th

+4

Ability Score Improvement

3

4

7

4

3

3 — —

13th

+5



4

5

8

4

3

3

1 —

14th

+5

Grisly Harvest

4

5

8

4

3

3

1 —

15th

+5

Sanguine Calling feature

4

5

9

4

3

3

2 —

16th

+5

Ability Score Improvement

4

5

9

4

3

3

2 —

17th

+6



5

6

10

4

3

3

3

1

18th

+6

Blood Sibling

5

6

10

4

3

3

3

1

19th

+6

Ability Score Improvement

5

6

11

4

3

3

3

2

20th

+6

Blood Rush

5

6

11

4

3

3

3

2

Features

Creating a Bloodborne

The most important thing to consider when creating a bloodborne is the origin and nature of the disease that unearthed your hidden skill in hemomancy. Is it a genetic disease that appeared in your bloodline ages ago but only expresses intermittently? Did you catch a disease during a particularly nasty epidemic and were the sole survivor thanks to your hemomancy? Or is it a magical curse that you picked up while searching some long forgotten ruins? How did your hemomancy first manifest? Did it frighten others and leave you ostrasized? Or did you hide your ability for fear of the backlash? Or is hemomancy a revered practice in your society? Which direction do you feel your blood calling you towards? Do you yearn to heal your friends and family? Are you consumed by bloodlust? Or are you more interested in the arcane aspect of your power? Quick Build

You can make a bloodborne quickly by following these suggestions. First, Constitution should be your highest ability score, followed by either Dexterity or Strength. Second, choose the Hermit background. 4

BLOODBORNE

Class Features

As a bloodborne, you gain the following class features. Hit Points

Hit Dice: 1d10 per bloodborne level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per bloodborne level after 1st HP Is Important! The bloodborne class relies heavily on having higher than average hit points. This is due to the fact that you only really need 2 stats for this class to perform well. Bad rolls on hit points for higher levels can have a large impact on the power and enjoyment of the class. It is recommended that you opt to take the average instead of rolling for hit points. But it's your game! Live on the edge if you'd like!

Siphon Strike

When you hit a single creature with a melee weapon attack, you can expend a number of blood dice equal to up to your maximum burst to deal necrotic damage to the target, in addition to the weapon’s damage. The extra damage is equal to the number rolled on the blood dice. Hemomantic Surge

When you cast a spell with a save DC, you may expend blood dice to make a failure more likely. You may spend a number of blood dice equal to the spell’s level to impose disadvantage on the saving throw.

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Defense

While you are wearing armor, you gain a +1 bonus to AC Dueling Proficiencies

Armor: Light armor, medium armor, shields Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Constitution, Charisma Skills: Choose two from Acrobatics, Athletics, Intimidation, Medicine, Survival, and Religion Equipment

You start with the following equipment, in addition to the equipment granted by your background: a) scale mail or b) leather armor a) a martial weapon and a shield or b) two martial weapons a) a dungeoneer's pack or b) an explorer's pack Two daggers

Bloodborne's Curse

Magical healing from sources other than your bloodborne class features have no effect on you with the exception of healing you for 1 hit point if you are dying.

Power From Pain

The ordeal you suffered when your Bloodborne Curse manifested has given you the ability to channel your pain into power. When you receive damage, the power well inside you grows. This power is represented by blood dice which are d6s. For every 10 hit points you lose, regardless of the source of that loss, you gain 1 blood die. You are able to expend your blood dice to unleash a burst of bloody power and heal your injuries. Every time you spend a blood die, you heal for the number rolled. You lose all unexpended blood dice when you begin a long rest. You gain the number of blood dice in the bloodborne table when you finish a long rest. You also gain the following abilities:

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting

When you roll a 1 or a 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit. Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Spellcasting

By 2nd level, you have begun to harness the hemomantic ability within your blood to cast spells, much as a sorcerer does. See chapter 10 of the PHB for the general rules of spellcasting and the end of this document for the bloodborne spell list. Spell Slots

The bloodborne table shows how many spell slots you have to cast your spells of 1st level or higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. Spells Known of 1st Level and Higher

You know two 1st level spells of your choice from the bloodborne spell list. The Spells Known column of the Bloodborne table shows when you learn more bloodborne spells of your choice. Each of these spells must be of a level for which you have spell slots. Additionally, when you gain a level in this class, you can choose one of the bloodborne spells you know and replace it with another spell from the BLOODBORNE

5

bloodborne spell list, which also must be of a level for which you have spell slots. Spellcasting Ability

Constitution is your spellcasting ability for your bloodborne spells, since your magic is drawn from your lifeblood. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a bloodborne spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Constitution modifier Spell attack modifier = your proficiency bonus + your Constitution modifier Spellcasting Focus

You may use your own blood as a spellcasting focus for your bloodborne spells, but in order to do so, you must be missing HP. You may use a bonus action to cause yourself to bleed (eg. prick with a pin, bite a finger, etc.) to deal 1 point of damage to yourself.

Hemogenesis

Also at 2nd level, you gain the ability to generate blood dice using your hemomantic abilities. As a bonus action, you may expend a spell slot to gain blood dice. The number of blood dice generated is equal to the level of the spell slot expended.

Sanguine Calling

At 3rd level, the latent energy within your blood is awoken and you are drawn towards a specific utilization of your hemomantic ability. Chose from the following callings: Call of the Anathema, Call of the Martyr, or Call of the Reaver, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. Those features include calling spells. Calling Spells

Each calling has a list of associated spells. You learn these spells at the levels specified in the calling description. Once you learn a calling spell, it cannot be swapped out for a different spell. Calling spells don’t count against the number of spells you know as outlined in the bloodborne table. If you learn a calling spell that doesn’t appear on the bloodborne spell list, the spell is nonetheless a bloodborne spell for you.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

6

BLOODBORNE

Accelerated Healing

At 6th level, your body has grown accustomed to rapid fluctuations in health and has honed the process to become exponentially faster. As an action, you may choose to expend a number of hit dice up to your maximum burst to heal yourself. You do not add your Constitution modifier to hit dice spent this way.

Burning Blood

At 10th level, your blood burns away any toxins, poisons, or foreign agents introduced into your system. You are immune to disease and the poisoned condition and have resistance to poison damage.

Unending Breath

Also at 10th level, you have mastered the manipulation of your own blood to a point that you no longer need to oxygenate it. You can hold your breath indefinitely.

Grisly Harvest

At 14th level, you have become adept at harvesting the latent magic in the blood of your prey. When you land a killing blow, or as an action on a creature that has been dead for less than 1 minute, you may draw upon their lifeblood to gain 1 blood die. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Blood Sibling

At 18th level, your total mastery of hemomancy has given you the ability to call upon the pain of another to fuel your magic. As part of a long rest, you may make a blood pact with a willing creature. The pact takes 10 minutes and includes a ritual where your blood is mingled one with the other, typically by cutting the palms and clasping hands. Once when the bonded creature falls below half health and again when the creature dies, you gain 5 blood dice. This effect works only once per long rest. The creature also gains 10 maximum hit points while bonded to you in this way. You may only have one blood sibling at a time. Making a new bond will break the old one.

Blood Rush

At 20th level, the anticipation of combat causes your hemomantic power to swell within you as your pulse quickens. If you have 3 or fewer blood dice when you roll initiative, you immediately gain 3.

Anathema Calling Spells Bloodborne Level

Sanguine Callings

As a bloodborne's power grows, they find that their blood will call to them. This manifests as a yearning deep within them to follow down a specific path.

Anathema

The calling of the anathema is to sow discord and curse their foes. Bloodbornes that follow this calling are typically more focused on bringing hexes down on their enemies, crippling their defenses and bring ruin where they will it. Calling Spells

You gain calling spells at the bloodborne levels listed.

Spells

3rd

Hex

5th

Mind Spike

9th

Bestow Curse

13th

Banishment

17th

Geas

Crushing Scourge

When you choose this calling at 3rd level, you gain the ability to use your blood magic to curse your foes. You may use a bonus action and expend a blood die to make a ranged spell attack against a creature you can see within 60 feet, adding the roll of the blood die. On a hit, you choose either the target’s AC, attack rolls, or saving throws to be reduced by 2 for one hour. You may only debuff each choice one time with this effect. Cursed Soul

Also at 3rd level, whenever you are targeted by a spell or effect that involves being cursed, such as Hex, Bane, Bestow Curse, or similar effects, you have advantage on the saving throw. Iron Focus

When you reach 7th level, your ability to focus on your spells and hexes is practically unshakeable. When you fail a Constitution saving throw to maintain concentration on a spell, you may expend a blood die to reroll the check, adding the result of the blood die to the roll. You must take a short or long rest before you can use this feature again. Improved Crushing Scourge

At 11th level, any blood dice you expend with your Crushing Scourge feature are d8s instead of d6s. Additionally, the cost to use your Hemomantic Surge is decreased by 1 when it effects at least one creature affected by Crushing Scourge. Blood Link

At 15th level you gain the ability to link yourself to another. As an action, you may expend 3 blood dice to choose a creature that you can see. The target must make a Wisdom saving throw or be cursed, your life forces linking together. This curse is treated as a 5th level spell that requires concentration. Whenever you lose hit points, the target loses an equal amount of hit points. Upon reaching half health, the target may make a saving throw at the end of each of its turns, ending the effect on itself on a success.

Martyr

The calling of the martyr is one of sacrifice for others. Bloodbornes that follow this calling never hesitate to take a blow for a friend, knowing they can shrug it off much easier. They also specialize in healing their allies, closing their own wounds in the process. Calling Spells

You gain calling spells at the bloodborne levels listed. SANGUINE CALLINGS

7

Martyr Calling Spells Bloodborne Level

Spells

3rd

Bless

5th

Warding Bond

9th

Revivify

13th

Death Ward

17th

Greater Restoration

Interpose

When you choose this calling at 3rd level, you gain the ability to draw a foe’s attack to yourself while protecting one of your companions. When a creature that you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to take the attack in place of the target. You switch spaces with the target and the attack automatically hits you with no attack roll taking place. Sacrifice

Also at 3rd level, you can use an action to expend a number of blood dice up to your maximum burst to heal a creature within 30 feet of you. The healing is equal to the number rolled on the expended blood dice. The number of creatures you can heal increases when you reach certain levels in this class, increasing to 2 at 7th, 3 at 11th, and 4 at 15th. Draining Heal

At 7th level, you gain the ability to increase the health you give to others at the cost of your own strength. When using Sacrifice, you may choose to forego the healing from expending blood dice to double the healing on the targets. You make this decision after seeing the result of the roll. Improved Sacrifice

At 11th level, any blood dice you expend with your Sacrifice feature or your Life From Death feature are d8s instead of d6s. Additionally, you may reroll any 1s or 2s a single time, but must take the result of the reroll. Life From Death

At 15th level, falling unconscious or dying can cause a massive surge of healing energy to pulse out from you. Each time you fail a death saving throw and again when you die, all allies within 30 feet of your body heal for half of your bloodborne level rounded up. You may increase this healing by spending blood dice up to your maximum burst, but you do not heal for blood dice spent this way. Any excess healing is treated as temporary HP and can stack with itself.

Reaver

The call of the reaver is one of bloodshed and massacre. Bloodbornes that follow this calling are consumed by their bloodlust. They become enamored with pain and seek it out by throwing themselves into the fray. They channel all of their hemomantic abilities into their attacks, causing mayhem. Calling Spells

You gain calling spells at the bloodborne level listed.

8

SANGUINE CALLINGS

Reaver Calling Spells Bloodborne Level

Spells

3rd

Inflict Wounds

5th

Magic Weapon

9th

Haste

13th

Compulsion

17th

Dominate Person

Furious Blows

At 3rd level, when you use your Siphon Strike ability, your blows hit with such intensity that creatures near your target are damaged as well. You deal the same damage that is rolled on your blood dice to one creature that is within 5 feet of your target. You do not heal for the extra damage dealt to creatures other than your target. The number of adjacent creatures you may damage increases when you reach certain levels in this class, increasing to 2 at 7th, 3 at 11th, and any number at 15th. Rampant Pulse

Also at 3rd level, your heartbeat quickens when you wield more power. While you have blood dice equal to or greater than half your bloodborne level (rounded down) your blood pumps with a greater intensity and you have advantage on all Athletics, Acrobatics, and initiative checks. Running Red

At 7th level, you learn to channel your power into quickening your step. As a bonus action, you can expend a blood die to increase your movement speed. The increase is equal to the number rolled X 10. The increase lasts until the end of your next turn. You may only have one instance of this effect active at a time.

Improved Siphon Strike

At 11th level, any blood dice you expend with your Siphon Strike feature are d8s instead of d6s. In addition, you may reroll any 1s a single time, but must take the result of the reroll.

Glutton For Punishment

At 15th level, your lust for pain has become an overflowing of power. Whenever you would gain a blood die and are below half health (rounded down), you instead gain 2.

Bloodborne Spell List 1st Level

2nd Level

Blood to Ichor Cause Fear Charm Person Create or Destroy Water Crimson Armor Detect Magic Detect Poison and Disease Grease Hemovision Purify Food and Drink Ray of Sickness Rite of Annulment Rite of Bloodletting

Blindess/deafness Calm Emotions Gentle Repose Hemorrhage Hold Person Lesser Restoration Protection from Poison Ray of Enfeeblement Rite of Passage Suggestion

3rd Level Animate Dead

Create Food and Water Dispel Magic Enemies Abound Fear Feign Death Magic Circle Mass Blood to Ichor Rite of Augmentation Splatter Slave

4th Level Charm Monster Confusion Locate Creature

Mass Hemorrhage Rite of Binding Rite of Degredation Rite of Pain

5th Level Antilife Shell Blood Nova Contagion Danse Macabre Hold Monster Rite of Consumption Rite of Replication

BLOODBORNE SPELL LIST

9

Hemomancy Spells

H

emomancy, otherwise known as blood magic, is a powerful and ancient art that typically can only be learned by bloodbornes. It invloves manipulating the blood in your own body, the bodies of others, and even blood that has already been shed. Many of the spells include an additional price in the form of damage taken. Of particular note are the 'Rite' spells. Stronger than a typical spell of their same level, they cause persistent damage while they are active, but do not require concentration. These spells were designed with the bloodborne in mind, but at your DM's discretion they can be added to the sorcerer, warlock, and wizard spell lists. They may also be added to the druid spell list with the exception of the 'Rite' Spells.

Spell Descriptions

The spells are presented by level, in alphabetical order.

1st Level Crimson Armor

1st-level abjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (a dagger or other slashing or piercing weapon) Duration: Concentration, up to 1 hour You sacrifice a small portion of your life essence taking 2d6 necrotic damage (that ignores resistance and immunity) to cause a hardened shield of coagulated blood to surround a creature of your choice within range, granting a +2 bonus to AC for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. Hemovision

1st-level divination Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute Your eyes turn blood red and you are able to see the circulatory system of any creature you can see within 10 feet of you so long as they have blood. You gain advantage on medicine checks you make on any creature you can see in this way. Additionally, your melee weapon attack critical range increases to 18-20 for creatures whose circulatory system you can see until you hit one with a melee weapon critical attack, at which point the spell dissipates. At Higher Levels. When you cast this spell using a spell slot higher than 1st level you may increase the critical attack range by 1 for each level above 1st.

10

HEMOMANCY SPELLS

Blood to Ichor

1st-level transmutation Casting Time: 1 action Range: 30 feet Components: V, S, M (a small flask of alcohol) Duration: 1 minute You focus on a creature you can see within range and attempt to transform a small portion of their blood into ichor. The targeted creature must succeed on a Constitution saving throw against your spell save DC or take 3d6 poison damage and become poisoned. If a creature moves more than half its movement speed while poisoned in this way, it immediately falls prone. The affected creature may repeat the Constitution saving throw at the end of its turn, ending the effect on a success. Rite of Annulment

1st-level abjuration Casting Time: 1 bonus action Range: Self Components: S, M (a bandage) Duration: Until dismissed You perform a quick rite that causes your blood to burn within you, you immediately take 1d6 necrotic damage and

continue to take 1d6 necrotic damage at the start of each of your turns that this spell is active. The necrotic damage is unaffected by resistances and immunities. You may dismiss this spell as a free action at any time. Attacks against you are blunted, turned aside, and softened. Any bludgeoning, piercing, or slashing damage you take is reduced by the last instance of necrotic damage taken from this spell. Rite of Bloodletting

1st-level necromancy Casting Time: 1 bonus action Range: Self Components: S, M (a small razor blade) Duration: Until dismissed You perform a quick rite that causes your blood to burn within you, you immediately take 1d6 necrotic damage and continue to take 1d6 necrotic damage at the start of each of your turns that this spell is active. The necrotic damage is unaffected by resistances and immunities. You may dismiss this spell as a free action at any time. When you hit a creature with an attack, you can wound the target. At the start of each of the wounded creature’s turns, it takes 1d6 necrotic damage for each time you’ve wounded it. It can then make a Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a Wisdom (Medicine) check against your spell save DC, ending the effect of such wounds on it on a success.

2nd Level Hemorrhage

2nd-level necromancy Casting Time: 1 action Range: 30 feet Components: S Duration: Instantaneous

You gesture towards a creature within range that you can see and attempt to draw the blood out of their veins. The target must make a Constitution saving throw. On a failed save, the creature takes 4d8 necrotic damage and is knocked prone due to rapid blood loss. On a successful save, the creature takes half damage and is not knocked prone. At Higher Levels. When you cast this spell at a level higher than 2nd, you increase the damage by 1d8 for each level above 2nd. Rite of Passage

2nd-level conjuration Casting Time: 1 bonus action Range: Self Components: S, M (a pinch of sulfur) Duration: Until dismissed You perform a quick rite that causes your blood to burn within you, you immediately take 1d6 necrotic damage and continue to take 1d6 necrotic damage at the start of each of your turns that this spell is active. The necrotic damage is unaffected by resistances and immunities. You may dismiss this spell as a free action at any time. You disappear in a spray of red mist and teleport up to 20 feet to an unoccupied space that you can see. You may teleport as a bonus action in any subsequent turns.

3rd Level Mass Blood to Ichor

3rd-level transmutation Casting Time: 1 action Range: 30 feet Components: V, S, M (a flask of alcohol) Duration: 1 minute You choose a number of creatures within range up to your spell casting modifier and attempt to transform a small portion of their blood into ichor. Each targeted creature must succeed on a Constitution saving throw against your spell HEMOMANCY SPELLS

11

save DC or take 4d6 poison damage and become poisoned. If a creature moves more than half its movement speed while poisoned in this way, they must make a Dexterity saving throw against your spell save DC or fall prone. An affected creature may repeat the Constitution saving throw at the end of its turn, ending the effect on a success. Rite of Augmentation

1st-level enchantment Casting Time: 1 bonus action Range: Touch Components: S, M (a shaving from a giant's toenail) Duration: Until dismissed You perform a quick rite that causes your blood to burn within you, you immediately take 1d8 necrotic damage and continue to take 1d8 necrotic damage at the start of each of your turns that this spell is active. The necrotic damage is unaffected by resistances and immunities. You may dismiss this spell as a free action at any time. Your touch invigorates the target and causes them to feel a surge of strength or quickness. The target’s Strength or Dexterity increases by 2. Their maximum score for the ability increases by 2 as well. At Higher Levels. When you cast this spell at a level higher than 3rd, you increase the damage by 1d8 per level above 3rd and raise the increase and maximum by 2. Splatter Slave

3rd-level conjuration Casting Time: 1 reaction Range: Self Components: V, S, M (a small bit of bone marrow) Duration: 1 minute As a reaction when you take piercing or slashing damage, your shed blood coagulates into an ephemeral familiar that appears in an empty space within 5 feet of you. You may issue it a command which it will do its utmost to obey. The splatter slave will last until it it falls to 0 hit points or until the spell ends at which point it will melt into a pool of fresh blood. The splatter slave will act immediately before your initiative count. It has the statistics outlined below.

Splatter Slave Tiny ooze, Lawful Neutral Armor Class 12 Hit Points 22(1d4 + 5) Speed 25 ft, climb 25 ft

STR

DEX

CON

INT

WIS

CHA

13 (+1) 16 (+3) 14 (+2) 6 (-2) 5 (-3) 2 (-4) Condition Immunities prone Senses Blindsight 60 feet (blind beyond this radius), passive Perception 7 Languages Understands any language its creator speaks Challenge 1 (200 XP)

Amorphous. The splatter slave can move through a space as narrow as 1 inch wide without squeezing. False Appearance. While the splatter slave remains motionless, it is indistinguishable from a pool of fresh blood.

Actions Splash. Melee Weapon Attack: +5 to hit, reach 5ft, one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target must succeed on a DC 14 Dexterity saving throw or be blinded until the start of the splatter slave’s next turn.

4th Level Mass Hemorrhage

4th-level necromancy Casting Time: 1 action Range: 20 feet Components: S Duration: Instantaneous You choose any number of creatures that you can see within range and attempt to draw the blood out of their veins. The targets must make a Constitution saving throw. On a failed save, a creature takes 6d8 necrotic damage and is knocked prone due to rapid blood loss. On a successful save, a creature takes half damage and is not knocked prone. Rite of Binding

4th-level enchantment Casting Time: 1 bonus action Range: 30 feet Components: S, M (a small band of iron) Duration: Until dismissed You perform a quick rite that causes your blood to burn within you, you immediately take 1d8 necrotic damage and continue to take 1d8 necrotic damage at the start of each of your turns that this spell is active. The necrotic damage is unaffected by resistances and immunities. You may dismiss

12

HEMOMANCY SPELLS

this spell as a free action at any time. Choose one creature in range. The target must succeed on a Wisdom saving throw or be stunned until the start of your next turn. You may use your bonus action in subsequent turns to choose a new target, or the same target, requiring a new saving throw. Rite of Degredation

4th-level necromancy Casting Time: 1 bonus action Range: 30 feet Components: S, M (a feeler from a rust monster) Duration: Until dismissed You perform a quick rite that causes your blood to burn within you, you immediately take 1d8 necrotic damage and continue to take 1d8 necrotic damage at the start of each of your turns that this spell is active. The necrotic damage is unaffected by resistances and immunities. You may dismiss this spell as a free action at any time. Choose a creature within range. The target must make a Constitution saving throw. On a failed save, the target’s AC and saving throws are reduced by 2, or 1 on a success. You may use your bonus action each round that this spell is active to cause the target to make another saving throw with the same effect, stacking up to a total penalty of 6 to AC and saving throws. The reduction lasts until this spell is dismissed. Rite of Pain

4th-level necromancy Casting Time: 1 bonus action Range: Self (15 foot radius) Components: S, M (a silver nail) Duration: Until dismissed You perform a quick rite that causes your blood to burn within you, you immediately take 1d8 necrotic damage and continue to take 1d8 necrotic damage at the start of each of your turns that this spell is active. The necrotic damage is unaffected by resistances and immunities. You may dismiss this spell as a free action at any time. An aura of suffering radiates from you. When you take damage from this or any other spell that starts with “Rite”, you may choose a number of creatures equal to your spell casting modifier within 15 feet and cause them to take double the damage that you do.

5th Level Blood Nova

5th-level necromancy Casting Time: 1 action Range: Self (30 foot radius) Components: S Duration: Instantaneous You raise your arms and cause the blood spilled on the battlefield to coalesce into a ball above your head. The sphere grows in size according to the table for each injured or freshly dead creature of small size or greater within 100 feet of you. You only count creatures that have blood (DM’s discretion). HEMOMANCY SPELLS

13

Blood Ball Size Size

Injured

1/2 HP

Dead (<1 minute)

Small

0

1

1

Medium

1

1

2

Large

1

2

2

Huge

1

2

3

Gargantuan

2

3

4

As you release, the blood bursts out from above you with destructive force. Each creature you choose within 30 feet of you must succeed on a Dexterity saving throw or take Xd6 bludgeoning and Xd6 necrotic damage where X is equal to the size of the ball of blood. A creature that succeeds on the saving throw takes half damage. Rite of Consumption

5th-level necromancy Casting Time: 1 bonus action Range: Self Components: S, M (a pewter fork) Duration: Until dismissed You perform a quick rite that causes your blood to burn within you, you immediately take 1d10 necrotic damage and continue to take 1d10 necrotic damage at the start of each of your turns that this spell is active. The necrotic damage is unaffected by resistances and immunities. You may dismiss this spell as a free action at any time. While this spell is active, your attacks deal an extra 1d10 necrotic damage, healing you for the necrotic damage dealt this way.

14

HEMOMANCY SPELLS

Rite of Replication

5th-level conjuration Casting Time: 1 bonus action Range: Touch Components: S, M (small mirror) Duration: Until dismissed You perform a quick rite that causes your blood to burn within you, you immediately take 1d10 necrotic damage and continue to take 1d10 necrotic damage at the start of each of your turns that this spell is active. The necrotic damage is unaffected by resistances and immunities. You may dismiss this spell as a free action at any time. You reach out and touch a creature, attempting to ascertain their essence. The target must succeed on a Wisdom saving throw or you are able to create a simulacrum of their physical form made out of blood. A willing creature may choose to fail the saving throw. The simulacrum appears in a square adjacent to you. Roll initiative for the simulacrum. It has half the current HP of the target (rounded up) and all of the same equipment, stats, features and current resources of the target with the exception of magic items and Intelligence, which is changed to 8. It is only allowed to take the Attack, Help, or Dodge actions, and if it takes the Attack action, it is only allowed one attack. The simulacrum is friendly to you and will follow your directions to the best of its ability, otherwise it will defend itself. As a reaction when you take damage from a single source, you may have the simulacrum take the damage for you provided it is within 5 feet of you. If that damage would reduce the simulacrum to 0 HP, you take any excess damage. When the simulacrum falls to 0 HP, this spell ends.

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