As part of casting this spell, you must expend one Hit Point Die or the spell automatically fails. You target a weapon of your choice within range and scrawl onto it a rune written in blood.
For the duration, while you wield this weapon, it weeps a phantasmal red ichor when within 30 feet of an Undead creature. Additionally, once per turn, when you damage an Undead creature with the weapon, you deal extra Radiant damage. To determine this damage, roll the number of Hit Point Dice you expended to cast the spell.
Using a Higher-Level Spell Slot. You expend an additional Hit Point Die for each spell slot level above 1. In addition, your Concentration can last longer with a spell slot of level 2 (up to 10 minutes) or 3+ (up to 1 hour).
Blood Rush
Level
1st
Casting Time
1 Bonus Action
Range/Area
Self
Components
S
Duration
Instantaneous
School
Transmutation
Attack/Save
None
Damage/Effect
Sangromancy
As part of casting this spell, you must expend one Hit Point Die or the spell automatically fails. Roll the Hit Point Die twice and regain a number of Hit Points equal to the added roll plus your spellcasting ability modifier.
Using a Higher-Level Spell Slot. You can expend one additional Hit Point Die for each spell slot level above 1.
Boil Blood
Level
1st
Casting Time
1 Action
Range/Area
Touch
Components
V, S
Duration
Instantaneous
School
Transmutation
Attack/Save
None
Damage/Effect
Fire
As part of casting this spell, you must expend one Hit Point Die or the spell automatically fails. A willing target takes Fire damage equal to a roll of the expended Hit Point Die. If the target has the Poisoned condition, that condition immediately ends.
Consumption
Concentration
Level
1st
Casting Time
1 Bonus Action
Range/Area
60 ft.
Components
V, S, M *
Duration
Concentration 1 Minute
School
Evocation
Attack/Save
CON Save
Damage/Effect
Necrotic
As part of casting this spell, you must expend one Hit Point Die or the spell automatically fails. Choose a creature within range and roll the expended Hit Point Die. The creature takes Necrotic damage equal to the number rolled.
The creature makes a Constitution saving throw at the end of each of its turns. On a failed save, the creature takes Necrotic damage equal to the roll of the expended Hit Point Die. On a successful save, the spell ends.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
Crimson Lash
Level
1st
Casting Time
1 Bonus Action
Range/Area
Self
Components
S
Duration
1 Minute
School
Conjuration
Attack/Save
None
Damage/Effect
Sangromancy
As part of casting this spell, you must expend one Hit Point Die or the spell automatically fails. A writhing lash of coagulated blood springs from your hand with the following properties:
It counts as a Simple weapon with which you are proficient.
You can use your spellcasting ability modifier instead of your Strength or Dexterity modifier for the attack and damage rolls with this weapon.
Its damage die is the same as the Hit Point Die expended to cast the spell, and the damage dealt is Necrotic.
Each time a creature takes damage from this weapon, its Hit Point maximum decreases by an amount equal to the damage taken.
Using a Higher-Level Spell Slot. If you cast this spell using a level 3-4 spell slot, you can make two weapon attacks with this weapon when you take the Attack action. If you use a level 5+ spell slot, you can make three weapon attacks with this weapon when you take the Attack action.
Shroud Blood
Concentration
Level
1st
Casting Time
1 Action
Range/Area
Touch
Components
V, S
Duration
Concentration 10 Minutes
School
Illusion
Attack/Save
None
Damage/Effect
Sangromancy
As part of casting this spell, you must expend one Hit Point Die or the spell automatically fails. You can choose yourself or a willing creature within 30 feet of yourself to have Advantage on Dexterity (Stealth) checks. When the target loses the Invisible condition, it can take a Reaction to gain the Invisible condition for a number of rounds equal to the number of Hit Point Dice expended to cast the spell. The target loses the Invisible condition immediately after it makes an attack roll, deals damage, or casts a spell.
Using a Higher-Level Spell Slot. You can target an additional creature for each spell slot level above 1.
Somnolence
Level
1st
Casting Time
1 Action
Range/Area
30 ft.
Components
V, S, M *
Duration
Instantaneous
School
Enchantment
Attack/Save
None
Damage/Effect
Sangromancy
As part of casting this spell, you must expend one Hit Point Die or the spell automatically fails. Roll the Hit Point Die expended to cast the spell plus 2d12 and choose a creature within range. If the roll’s total is equal to or greater than the chosen creature’s current Hit Points, the creature falls into a magical slumber for 1 minute. If the roll’s total is equal to or greater than the chosen creature’s Hit Point maximum, the magical slumber lasts for 24 hours instead. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell’s effect. A creature woken early from this spell gains 1 Exhaustion level.
Creatures that don’t sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.
Using a Higher-Level Spell Slot. You roll an additional 1d12 and can expend an additional two Hit Point Dice for every spell slot level above 1.
Vibrating Humors
Concentration
Level
1st
Casting Time
1 Action
Range/Area
30 ft.
Components
V, S, M *
Duration
Concentration 1 Minute
School
Evocation
Attack/Save
CON Save
Damage/Effect
Thunder
As part of casting this spell, you must expend one Hit Die or the spell automatically fails. A creature you can see within 30-feet of you must make a Constitution saving throw. On a failed save, the target takes Thunder damage and has Disadvantage on Dexterity (Stealth) checks from its blood vibrating loudly. To determine this damage, roll the Hit Point Die expended to cast this spell.
The target repeats the save at the end of each of its turns, ending the spell on a success.
Using a Higher-Level Spell Slot. You increase the damage by expending an additional Hit Die for each spell slot level above 1.
Blood Wisp
Level
2nd
Casting Time
1 Hour
Range/Area
Self
Components
V, S, M *
Duration
1 Hour
School
Evocation
Attack/Save
None
Damage/Effect
Sangromancy
As part of casting this spell, you must expend two Hit Point Dice or the spell automatically fails. Roll the Hit Point Dice expended to cast the spell and create a red wisp with a number of Hit Points equal to the roll plus your spellcasting ability modifier. The wisp has an AC equal to 10 plus your spellcasting ability modifier, and it circles your head.
Each time you roll damage for a spell while the wisp circles you, you can reroll one of the damage dice. You must use the new roll, and the wisp takes damage equal to the new roll. If the wisp is reduced to 0 Hit Points, the spell ends.
Using a Higher-Level Spell Slot. You can expend one additional Hit Point Die for each spell slot level above 2.
Sanguine Shield
Concentration
Level
2nd
Casting Time
1 Action
Range/Area
Self
Components
V, S
Duration
Concentration 1 Minute
School
Abjuration
Attack/Save
None
Damage/Effect
Sangromancy
As part of casting this spell, you must expend two Hit Point Dice or the spell automatically fails. You draw lifeforce from those injured around you to create a swirling shield of blood. You gain 5 Temporary Hit Points for each creature within 30 feet of you that is below its Hit Point maximum (including you) to a maximum of 15 Temporary Hit Points. While you have Temporary Hit Points from this spell, you have Half Cover. When the spell ends, all Temporary Hit Points from it are lost.
Using a Higher-Level Spell Slot. The maximum number of Temporary Hit Points you gain increases by 5 for each two spell slot levels above 2.
Sense Lifeblood
Concentration
Level
2nd
Casting Time
1 Bonus Action
Range/Area
Self
Components
S
Duration
Concentration 1 Minute
School
Divination
Attack/Save
None
Damage/Effect
Sangromancy
As part of casting this spell, you must expend two Hit Point Dice or the spell automatically fails. The lifeblood flowing within creatures tells you its secrets. Creatures that have Immunity to the Exhaustion condition are immune to this spell. Until the spell ends, you can determine if creatures you can see are related biologically. In addition, you know if a creature’s Hit Points are at maximum, below maximum, at half, or below half. Once on each of your turns when you hit a Bloodied creature with an attack roll using a weapon, Unarmed Strike, or spell, you can cause the target to take extra Necrotic damage. To determine this damage, roll the Hit Point Dice expended to cast the spell.
Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 3-4 (up to 1 hour) or 5+ (up to 8 hours).
Theft of Vitae
Level
2nd
Casting Time
1 Reaction *
Range/Area
Self
Components
V, S
Duration
Instantaneous
School
Transmutation
Attack/Save
None
Damage/Effect
Necrotic
As part of casting this spell, you must expend two Hit Point Dice or the spell automatically fails. The target takes Necrotic damage. To determine this damage, roll the Hit Point Dice expended to cast the spell. You gain a number of Temporary Hit Points equal to the triggering damage plus the Necrotic damage you dealt, to a maximum of 15.
Using a Higher-Level Spell Slot. The maximum number of Temporary Hit Points you can gain from casting increases by 10 for each slot level above 2.
Wilting Smite
Level
2nd
Casting Time
1 Bonus Action *
Range/Area
Self
Components
V
Duration
Instantaneous
School
Transmutation
Attack/Save
None
Damage/Effect
Necrotic
As part of casting this spell, you must expend two Hit Point Dice or the spell automatically fails. The target hit by the strike takes extra Necrotic damage from the attack. To determine this damage, roll the Hit Point Dice expended to cast the spell. Additionally, the creature loses Resistance to damage until the start of your next turn.
* - which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike
Blood Bond
Level
3rd
Casting Time
1 Action
Range/Area
Touch
Components
V, S, M *
Duration
1 Hour
School
Enchantment
Attack/Save
None
Damage/Effect
Sangromancy
As part of casting this spell, you must expend three Hit Point Dice or the spell automatically fails. Roll the expended Hit Point Dice, and the target gains a number of Temporary Hit Points equal to the roll’s total.
For the duration, you know the direction and distance to the target, and you and the target can speak telepathically. Additionally, you can target that creature when you cast a spell with a range of Self or Touch, regardless of the distance between you. These benefits are suppressed while you and the creature are not on the same plane
At any point, the targeted creature 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.
Using a Higher-Level Spell Slot. The duration increases with a spell slot level 5 or 6 (8 hours), 7 or 8 (24 hours), and 9 (7 days).
Extract Iron
Level
3rd
Casting Time
1 Minute
Range/Area
Self
Components
V, S, M *
Duration
Instantaneous
School
Transmutation
Attack/Save
None
Damage/Effect
Sangromancy
As part of casting this spell, you must expend three Hit Dice or the spell automatically fails. Roll the expended Hit Dice and extract a number of pounds of iron from your blood equal to the roll’s total.
You fashion this iron into nonmagical metal objects. The combined weight of these objects must be equal to or less than the number rolled on the expended Hit Point Dice. The quality of these created objects is poor but functional.
Using a Higher-Level Spell Slot. You can expend an additional Hit Point Die and create additional iron for each spell slot level above 3.
Reanimate
Level
3rd
Casting Time
1 Action
Range/Area
Touch
Components
V, S, M *
Duration
Instantaneous
School
Evocation
Attack/Save
None
Damage/Effect
Exhaustion
As part of casting this spell, you must expend three Hit Point Dice or the spell automatically fails. You touch a creature that has died within the last 10 minutes and return it to life with 1 Hit Point. In addition, roll the Hit Point Dice expended to cast the spell, and the creature gains Temporary Hit Points equal to the roll.
At the start of each of the target’s turns, it loses 1 Temporary Hit Point granted by this spell. While the creature has Temporary Hit Points granted by this spell, it moves with unnatural vigor, gaining a +2 bonus to ability checks, attack rolls, and saving throws. Once it loses the Temporary Hit Points granted by this spell, the creature gains 1 Exhaustion level.
This spell can’t revive a creature that has died of old age, nor does it restore any missing body parts.
Sanguine Poppet
Concentration
Level
3rd
Casting Time
1 Minute
Range/Area
Touch (30 ft. )
Components
V, S, M *
Duration
Concentration 1 Hour
School
Transmutation
Attack/Save
DEX Save
Damage/Effect
Sangromancy
As part of casting this spell, you must expend three Hit Point Dice or the spell automatically fails. You smear the spell’s material component with your blood. The object shudders and becomes a poppet under your control.
The poppet’s AC equals 10 plus your Proficiency Bonus and your spellcasting ability modifier, and it has 30 Hit Points. If your poppet is ever reduced to 0 Hit Points or it is more than 1 mile away, the spell ends immediately. As a Bonus Action, you can command your poppet to move 30 feet, and you can see and hear through it until the start of your next turn.
As a Magic action, you can cause the poppet to detonate in an explosion of blood, ending this spell. Roll the Hit Point Dice expended to cast this spell. Each creature in a 30-foot-radius Sphere centered on the poppet makes a Dexterity saving throw, taking Necrotic damage equal to the roll on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. You can expend an additional Hit Point Die for each spell slot level above 3. Additionally, the duration of this spell increases by 1 hour for each spell slot level above 3.
Circle of Scarlet
Level
4th
Casting Time
1 Action
Range/Area
120 ft. (20 ft. *)
Components
V, S, M *
Duration
Instantaneous
School
Evocation
Attack/Save
CON Save
Damage/Effect
Necrotic
As part of casting this spell, you must expend four Hit Point Dice or the spell automatically fails. A crimson pillar erupts from the ground in a 20-foot-radius, 100-foot-high Cylinder centered on a point within range. Each creature within the Cylinder makes a Constitution saving throw.
On a failed save, the creature takes Necrotic damage equal to a roll of the Hit Point Dice expended on the spell plus your spellcasting ability modifier. On a successful save, the creature takes half as much damage.
For each creature that fails the saving throw against this spell, you gain 10 Temporary Hit Points.
Dark Sacrament
Level
4th
Casting Time
1 Action
Range/Area
Self
Components
V, S, M *
Duration
Instantaneous
School
Evocation
Attack/Save
Melee
Damage/Effect
Sangromancy
As part of casting this spell, you must expend four Hit Point Dice or the spell automatically fails. Make a melee spell attack against a creature within 5 feet using the Material component of this spell. On a hit, roll the Hit Point Dice expended to cast the spell plus 4d8. You deal Necrotic damage equal to the roll’s total. 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. When you take Radiant damage while you have a dark blessing, you take an extra 1d4 Radiant damage.
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 extra 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.
Using a Higher-Level Spell Slot. The initial damage increases by 1d8 for each spell slot level above 4.
Viscous Sheath
Level
4th
Casting Time
1 Action
Range/Area
Self
Components
V, S, M *
Duration
10 Minutes
School
Necromancy
Attack/Save
STR Save
Damage/Effect
Grappled
As part of casting this spell, you must expend seven Hit Dice or the spell automatically fails. Your body is wrapped in clotted blood. Whenever a creature within 5 feet of you hits you with a melee attack roll, the attacker takes Necrotic damage. To determine this damage, roll the Hit Point Dice expended to cast the spell plus your spellcasting ability modifier.
If a creature hits you with a Melee weapon, you can take a Reaction to have clots form around the weapon, entrapping it. The attacker must succeed on a Strength saving throw or the weapon sticks to you. If the attacker doesn’t release the weapon, the creature has the Grappled condition while the weapon is stuck. While stuck, the weapon can’t be used. The target can take an action to make a Strength (Athletics) check against your spell save DC, freeing the weapon on a success. The creature can also release the weapon to end the Grappled condition.
You can trap a number of weapons equal to the number of Hit Dice expended to cast the spell. When the spell ends, the weapons are released.
Using a Higher-Level Spell Slot. You can trap an additional weapon for each spell slot level above 4.
Mortality
Concentration
Level
5th
Casting Time
1 Action
Range/Area
120 ft.
Components
V, S, M *
Duration
Concentration 1 Minute
School
Transmutation
Attack/Save
CHA Save
Damage/Effect
Necrotic
As part of casting this spell, you must expend five Hit Point Dice or the spell automatically fails. Roll the Hit Point Dice expended, then choose an Aberration, Celestial, Elemental, Fey, or Fiend within range and condemn it to a taste of mortality. The creature must succeed on a Charisma saving throw or its Hit Point maximum and current Hit Points are reduced by the amount rolled on the Hit Point Dice expended to cast the spell.
For the duration of the spell, a creature that fails the saving throw loses all damage Immunities and Resistances, its creature type changes to Humanoid, and it takes an additional 1d4 Necrotic damage each time it takes damage.
If a creature affected by this spell is reduced to 0 Hit Points, these changes become permanent and the creature dies. This final effect of the spell can only be reversed if the creature is restored to life and targeted by a Remove Curse spell or similar magic.
Splattering Smite
Concentration
Level
5th
Casting Time
1 Reaction *
Range/Area
Self
Components
V
Duration
Concentration 1 Minute
School
Abjuration
Attack/Save
None
Damage/Effect
Sangromancy
Your strikes drink the splattered blood of your foes. As part of casting this spell, you must expend five Hit Dice or the spell automatically fails. Once on each of your turns when you hit a creature with an attack roll using a Melee weapon or Unarmed Strike, roll the Hit Point Dice expended to cast the spell and regain a number of Hit Points equal to the numbered rolled.
Blood Tide
Level
6th
Casting Time
1 Action
Range/Area
Self (100 ft. *)
Components
V, S, M *
Duration
Instantaneous
School
Conjuration
Attack/Save
DEX Save
Damage/Effect
Bludgeoning
As part of casting this spell, you must expend six Hit Point Dice or the spell automatically fails.
A gout of blood forming a 100-foot-long, 10-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line must make a Dexterity saving throw. On a failed save, the creature is pushed 100 feet away from you in a direction following the Line, has the Prone condition, and takes Bludgeoning damage equal to a roll of the Hit Point Dice expended on the spell plus your spellcasting ability modifier. On a successful save, the creature takes half as much damage only.
Using a Higher-Level Spell Slot. You can expend one additional Hit Point Die for each spell slot level above 6.
Heartseeker
Concentration
Level
6th
Casting Time
1 Action
Range/Area
300 ft.
Components
V, S, M *
Duration
Concentration 1 Minute
School
Evocation
Attack/Save
CON Save
Damage/Effect
Piercing
As part of casting this spell, you must expend six Hit Point Dice or the spell automatically fails. Blood flows from your body then crystallizes into a barbed arrow, which launches at a creature. Make a ranged spell attack against a target within range. On a hit, roll the Hit Point Dice expended to cast the spell, and the creature takes Piercing damage equal to the numbered rolled.
Once lodged in the creature, the bloody arrow begins to burrow toward its heart, rendering it susceptible to injury. Until the spell ends, the first successful attack against a creature after its turn ends is automatically a Critical Hit.
The target makes a Constitution saving throw at the end of each of its turns. On a failed save, the effect continues. On a success save, the creature takes 3d8 Necrotic damage and the spell ends.
Burst Forth
Level
7th
Casting Time
1 Action
Range/Area
200 ft.
Components
V
Duration
Instantaneous
School
Conjuration
Attack/Save
CON Save
Damage/Effect
Necrotic
As part of casting this spell, you must expend seven Hit Point Dice or the spell automatically fails. You teleport inside a creature that you can see within range and burst forth from it in a fountain of gore in the nearest unoccupied space. The target makes a Constitution saving throw, taking Necrotic damage equal to a roll of the Hit Point Dice expended to cast the spell plus your spellcasting ability modifier on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. You can expend one additional Hit Point Die for each spell slot level above 7.
Sanguine Fusillade
Level
7th
Casting Time
1 Action
Range/Area
60 ft.
Components
V, S, M *
Duration
Instantaneous
School
Evocation
Attack/Save
None
Damage/Effect
Piercing
You crystalize your foes blood into razor darts that burst forth to strike your enemies. As part of casting this spell, you must expend seven Hit Point Dice or the spell automatically fails. Roll the Hit Point Dice expended to cast the spell. Choose a creature that you can see within range. The target takes Piercing damage equal to the roll. When a creature takes this damage, seven crimson darts burst from it.
You can direct each dart to hit a creature within 60 feet of the original target. The darts all strike simultaneously, and you can direct them to hit one creature or several, including the original target. For each dart, make a ranged spell attack against the chosen creature. On a hit, roll one Hit Point Dice expended to cast the spell, and the creature takes Piercing damage equal to the number rolled.
Using a Higher-Level Spell Slot. You can expend an additional Hit Point Die and create another dart for each spell slot level above 7.
Creeping Death
Concentration
Level
8th
Casting Time
1 Action
Range/Area
60 ft.
Components
S
Duration
Concentration 1 Minute
School
Necromancy
Attack/Save
CON Save
Damage/Effect
Sangromancy
As part of casting this spell, you must expend eight Hit Point Dice or the spell automatically fails. Roll the expended Hit Point Dice. The target’s creeping death threshold is equal to the roll’s total. For the spell’s duration, if the creature’s Hit Points are reduced to or lower than its creeping death threshold, the creature immediately dies.
As a Bonus Action, you can force the target to make a Constitution saving throw. On a failed save, roll 2d6 and add the result to the creature’s creeping death threshold. On a successful save, add half the result instead. If the creature succeeds on three saving throws, which don’t have to be consecutive, this spell ends early.
Red Rain
Concentration
Level
8th
Casting Time
10 Minutes
Range/Area
Self
Components
V, S, M *
Duration
Concentration 8 Hours
School
Conjuration
Attack/Save
WIS Save
Damage/Effect
Necrotic
As part of casting this spell, you must expend eight Hit Point Dice or the spell automatically fails. Over the course of 1d6 times 5 minutes, the sky darkens and thick droplets of blood rain everywhere within 5 miles of you.
Each Beast and Plant creature in the area must succeed on a Wisdom saving throw or have the Frightened condition until it has spent 1 minute outside the area. Mundane plants exposed to the rain wither and die after 10 minutes.
For every 10 minutes that a creature of any type is directly exposed to the rain, that creature gains 1 Exhaustion level and takes 2d10 Necrotic damage. The creature’s Hit Point maximum decreases by an amount equal to the Necrotic damage dealt. This reduction lasts until the creature removes all levels of Exhaustion gained from this spell. While a creature has any Exhaustion levels from this spell, it automatically fails saving throws against removing the Poisoned condition.
When the spell ends, roll the Hit Point Dice expended to cast the spell. Beast and Plant creatures won’t return and plants won’t regrow in the area for a number of days equal to the roll’s total.
Steal Immortality
Level
9th
Casting Time
1 Reaction *
Range/Area
300 ft.
Components
V, S, M **
Duration
Instantaneous
School
Transmutation
Attack/Save
None
Damage/Effect
Sangromancy
As part of casting this spell, you must expend nine Hit Point Dice or the spell automatically fails. Roll the Hit Point Dice expended to cast the spell and gain a number of Temporary Hit Points equal to twice the roll’s total. You gain the creature type of the spell’s target, in addition to your own type.
While the spell lasts, you have Immunity to the Poisoned condition; you no longer need to eat, drink, or breathe; you have Resistance to Bludgeoning, Piercing, and Slashing damage; and you gain a benefit based on your new creature type:
Celestial. You have Resistance to Radiant and Necrotic damage and have a Fly Speed of 60 feet.
Elemental. You have Resistance to Acid, Cold, Fire, Lightning, and Thunder damage.
Fey. You can use a Bonus Action to have the Invisible condition until the start of your next turn, or teleport up to 60 feet to an unoccupied space you can see.
Fiend. You have Resistance to Cold and Fire damage and have a Fly Speed of 60 feet.
Undead. You have Immunity to Necrotic damage, and you have Immunity to the Charmed and Frightened conditions.
You have the creature type and benefits until you cast the spell again, or you are reduced to 0 Hit Points.
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I broke out all Sangromancy spells for better reference.
Level
Spell
School
Conc.
Ritual
Class
1
Bloodbane Rune
Transmutation*
Yes
Cleric
1
Blood Rush
Transmutation*
Druid, Ranger
1
Boil Blood
Transmutation*
Cleric, Druid, Ranger, Sorcerer, Warlock
1
Consumption
Evocation*
Yes
Druid, Sorcerer, Wizard
1
Crimson Lash
Conjuration*
Warlock, Wizard
1
Shroud Blood
Illusion*
Yes
Bard, Druid, Ranger, Wizard
1
Somnolence
Enchantment*
Bard, Warlock
1
Vibrating Humors
Evocation*
Yes
Bard, Sorcerer, Wizard
2
Blood Wisp
Evocation*
Bard, Sorcerer, Wizard
2
Sanguine Shield
Abjuration*
Yes
Sorcerer, Wizard
2
Sense Lifeblood
Divination*
Yes
Druid, Ranger, Sorcerer
2
Theft of Vitae
Transmutation*
Druid, Wizard
2
Wilting Smite
Transmutation*
Yes
Paladin
3
Blood Bond
Enchantment*
Druid
3
Extract Iron
Transmutation*
Bard, Cleric, Druid, Wizard
3
Reanimate
Evocation*
Druid
3
Sanguine Poppet
Transmutation*
Yes
Bard, Warlock
4
Circle of Scarlet
Evocation*
Sorcerer, Warlock
4
Dark Sacrament
Evocation*
Warlock, Wizard
4
Viscous Sheath
Necromancy*
Sorcerer, Warlock, Wizard
5
Mortality
Transmutation*
Yes
Sorcerer
5
Splattering Smite
Abjuration*
Yes
Paladin
6
Blood Tide
Conjuration*
Druid, Sorcerer, Wizard
6
Heartseeker
Evocation*
Yes
Sorcerer, Wizard
7
Burst Forth
Conjuration*
Bard, Warlock, Wizard
7
Sanguine Fusillade
Evocation*
Sorcerer, Warlock, Wizard
8
Creeping Death
Necromancy*
Yes
Warlock, Wizard
8
Red Rain
Conjuration*
Yes
Cleric, Warlock
8
Steal Immortality
Transmutation*
Warlock
Bloodbane Rune
Concentration
Level
1st
Casting Time
1 Action
Range/Area
Touch
Components
S
Duration
Concentration 1 Minute
School
Transmutation
Attack/Save
None
Damage/Effect
Radiant
As part of casting this spell, you must expend one Hit Point Die or the spell automatically fails. You target a weapon of your choice within range and scrawl onto it a rune written in blood.
For the duration, while you wield this weapon, it weeps a phantasmal red ichor when within 30 feet of an Undead creature. Additionally, once per turn, when you damage an Undead creature with the weapon, you deal extra Radiant damage. To determine this damage, roll the number of Hit Point Dice you expended to cast the spell.
Using a Higher-Level Spell Slot. You expend an additional Hit Point Die for each spell slot level above 1. In addition, your Concentration can last longer with a spell slot of level 2 (up to 10 minutes) or 3+ (up to 1 hour).
Blood Rush
Level
1st
Casting Time
1 Bonus Action
Range/Area
Self
Components
S
Duration
Instantaneous
School
Transmutation
Attack/Save
None
Damage/Effect
Sangromancy
As part of casting this spell, you must expend one Hit Point Die or the spell automatically fails. Roll the Hit Point Die twice and regain a number of Hit Points equal to the added roll plus your spellcasting ability modifier.
Using a Higher-Level Spell Slot. You can expend one additional Hit Point Die for each spell slot level above 1.
Boil Blood
Level
1st
Casting Time
1 Action
Range/Area
Touch
Components
V, S
Duration
Instantaneous
School
Transmutation
Attack/Save
None
Damage/Effect
Fire
As part of casting this spell, you must expend one Hit Point Die or the spell automatically fails. A willing target takes Fire damage equal to a roll of the expended Hit Point Die. If the target has the Poisoned condition, that condition immediately ends.
Consumption
Concentration
Level
1st
Casting Time
1 Bonus Action
Range/Area
60 ft.
Components
V, S, M *
Duration
Concentration 1 Minute
School
Evocation
Attack/Save
CON Save
Damage/Effect
Necrotic
As part of casting this spell, you must expend one Hit Point Die or the spell automatically fails. Choose a creature within range and roll the expended Hit Point Die. The creature takes Necrotic damage equal to the number rolled.
The creature makes a Constitution saving throw at the end of each of its turns. On a failed save, the creature takes Necrotic damage equal to the roll of the expended Hit Point Die. On a successful save, the spell ends.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
Crimson Lash
Level
1st
Casting Time
1 Bonus Action
Range/Area
Self
Components
S
Duration
1 Minute
School
Conjuration
Attack/Save
None
Damage/Effect
Sangromancy
As part of casting this spell, you must expend one Hit Point Die or the spell automatically fails. A writhing lash of coagulated blood springs from your hand with the following properties:
Using a Higher-Level Spell Slot. If you cast this spell using a level 3-4 spell slot, you can make two weapon attacks with this weapon when you take the Attack action. If you use a level 5+ spell slot, you can make three weapon attacks with this weapon when you take the Attack action.
Shroud Blood
Concentration
Level
1st
Casting Time
1 Action
Range/Area
Touch
Components
V, S
Duration
Concentration 10 Minutes
School
Illusion
Attack/Save
None
Damage/Effect
Sangromancy
As part of casting this spell, you must expend one Hit Point Die or the spell automatically fails. You can choose yourself or a willing creature within 30 feet of yourself to have Advantage on Dexterity (Stealth) checks. When the target loses the Invisible condition, it can take a Reaction to gain the Invisible condition for a number of rounds equal to the number of Hit Point Dice expended to cast the spell. The target loses the Invisible condition immediately after it makes an attack roll, deals damage, or casts a spell.
Using a Higher-Level Spell Slot. You can target an additional creature for each spell slot level above 1.
Somnolence
Level
1st
Casting Time
1 Action
Range/Area
30 ft.
Components
V, S, M *
Duration
Instantaneous
School
Enchantment
Attack/Save
None
Damage/Effect
Sangromancy
As part of casting this spell, you must expend one Hit Point Die or the spell automatically fails. Roll the Hit Point Die expended to cast the spell plus 2d12 and choose a creature within range. If the roll’s total is equal to or greater than the chosen creature’s current Hit Points, the creature falls into a magical slumber for 1 minute. If the roll’s total is equal to or greater than the chosen creature’s Hit Point maximum, the magical slumber lasts for 24 hours instead. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell’s effect. A creature woken early from this spell gains 1 Exhaustion level.
Creatures that don’t sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.
Using a Higher-Level Spell Slot. You roll an additional 1d12 and can expend an additional two Hit Point Dice for every spell slot level above 1.
Vibrating Humors
Concentration
Level
1st
Casting Time
1 Action
Range/Area
30 ft.
Components
V, S, M *
Duration
Concentration 1 Minute
School
Evocation
Attack/Save
CON Save
Damage/Effect
Thunder
As part of casting this spell, you must expend one Hit Die or the spell automatically fails. A creature you can see within 30-feet of you must make a Constitution saving throw. On a failed save, the target takes Thunder damage and has Disadvantage on Dexterity (Stealth) checks from its blood vibrating loudly. To determine this damage, roll the Hit Point Die expended to cast this spell.
The target repeats the save at the end of each of its turns, ending the spell on a success.
Using a Higher-Level Spell Slot. You increase the damage by expending an additional Hit Die for each spell slot level above 1.
Blood Wisp
Level
2nd
Casting Time
1 Hour
Range/Area
Self
Components
V, S, M *
Duration
1 Hour
School
Evocation
Attack/Save
None
Damage/Effect
Sangromancy
As part of casting this spell, you must expend two Hit Point Dice or the spell automatically fails. Roll the Hit Point Dice expended to cast the spell and create a red wisp with a number of Hit Points equal to the roll plus your spellcasting ability modifier. The wisp has an AC equal to 10 plus your spellcasting ability modifier, and it circles your head.
Each time you roll damage for a spell while the wisp circles you, you can reroll one of the damage dice. You must use the new roll, and the wisp takes damage equal to the new roll. If the wisp is reduced to 0 Hit Points, the spell ends.
Using a Higher-Level Spell Slot. You can expend one additional Hit Point Die for each spell slot level above 2.
Sanguine Shield
Concentration
Level
2nd
Casting Time
1 Action
Range/Area
Self
Components
V, S
Duration
Concentration 1 Minute
School
Abjuration
Attack/Save
None
Damage/Effect
Sangromancy
As part of casting this spell, you must expend two Hit Point Dice or the spell automatically fails. You draw lifeforce from those injured around you to create a swirling shield of blood. You gain 5 Temporary Hit Points for each creature within 30 feet of you that is below its Hit Point maximum (including you) to a maximum of 15 Temporary Hit Points. While you have Temporary Hit Points from this spell, you have Half Cover. When the spell ends, all Temporary Hit Points from it are lost.
Using a Higher-Level Spell Slot. The maximum number of Temporary Hit Points you gain increases by 5 for each two spell slot levels above 2.
Sense Lifeblood
Concentration
Level
2nd
Casting Time
1 Bonus Action
Range/Area
Self
Components
S
Duration
Concentration 1 Minute
School
Divination
Attack/Save
None
Damage/Effect
Sangromancy
As part of casting this spell, you must expend two Hit Point Dice or the spell automatically fails. The lifeblood flowing within creatures tells you its secrets. Creatures that have Immunity to the Exhaustion condition are immune to this spell. Until the spell ends, you can determine if creatures you can see are related biologically. In addition, you know if a creature’s Hit Points are at maximum, below maximum, at half, or below half. Once on each of your turns when you hit a Bloodied creature with an attack roll using a weapon, Unarmed Strike, or spell, you can cause the target to take extra Necrotic damage. To determine this damage, roll the Hit Point Dice expended to cast the spell.
Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 3-4 (up to 1 hour) or 5+ (up to 8 hours).
Theft of Vitae
Level
2nd
Casting Time
1 Reaction *
Range/Area
Self
Components
V, S
Duration
Instantaneous
School
Transmutation
Attack/Save
None
Damage/Effect
Necrotic
As part of casting this spell, you must expend two Hit Point Dice or the spell automatically fails. The target takes Necrotic damage. To determine this damage, roll the Hit Point Dice expended to cast the spell. You gain a number of Temporary Hit Points equal to the triggering damage plus the Necrotic damage you dealt, to a maximum of 15.
Using a Higher-Level Spell Slot. The maximum number of Temporary Hit Points you can gain from casting increases by 10 for each slot level above 2.
Wilting Smite
Level
2nd
Casting Time
1 Bonus Action *
Range/Area
Self
Components
V
Duration
Instantaneous
School
Transmutation
Attack/Save
None
Damage/Effect
Necrotic
As part of casting this spell, you must expend two Hit Point Dice or the spell automatically fails. The target hit by the strike takes extra Necrotic damage from the attack. To determine this damage, roll the Hit Point Dice expended to cast the spell. Additionally, the creature loses Resistance to damage until the start of your next turn.
* - which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike
Blood Bond
Level
3rd
Casting Time
1 Action
Range/Area
Touch
Components
V, S, M *
Duration
1 Hour
School
Enchantment
Attack/Save
None
Damage/Effect
Sangromancy
As part of casting this spell, you must expend three Hit Point Dice or the spell automatically fails. Roll the expended Hit Point Dice, and the target gains a number of Temporary Hit Points equal to the roll’s total.
For the duration, you know the direction and distance to the target, and you and the target can speak telepathically. Additionally, you can target that creature when you cast a spell with a range of Self or Touch, regardless of the distance between you. These benefits are suppressed while you and the creature are not on the same plane
At any point, the targeted creature 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.
Using a Higher-Level Spell Slot. The duration increases with a spell slot level 5 or 6 (8 hours), 7 or 8 (24 hours), and 9 (7 days).
Extract Iron
Level
3rd
Casting Time
1 Minute
Range/Area
Self
Components
V, S, M *
Duration
Instantaneous
School
Transmutation
Attack/Save
None
Damage/Effect
Sangromancy
As part of casting this spell, you must expend three Hit Dice or the spell automatically fails. Roll the expended Hit Dice and extract a number of pounds of iron from your blood equal to the roll’s total.
You fashion this iron into nonmagical metal objects. The combined weight of these objects must be equal to or less than the number rolled on the expended Hit Point Dice. The quality of these created objects is poor but functional.
Using a Higher-Level Spell Slot. You can expend an additional Hit Point Die and create additional iron for each spell slot level above 3.
Reanimate
Level
3rd
Casting Time
1 Action
Range/Area
Touch
Components
V, S, M *
Duration
Instantaneous
School
Evocation
Attack/Save
None
Damage/Effect
Exhaustion
As part of casting this spell, you must expend three Hit Point Dice or the spell automatically fails. You touch a creature that has died within the last 10 minutes and return it to life with 1 Hit Point. In addition, roll the Hit Point Dice expended to cast the spell, and the creature gains Temporary Hit Points equal to the roll.
At the start of each of the target’s turns, it loses 1 Temporary Hit Point granted by this spell. While the creature has Temporary Hit Points granted by this spell, it moves with unnatural vigor, gaining a +2 bonus to ability checks, attack rolls, and saving throws. Once it loses the Temporary Hit Points granted by this spell, the creature gains 1 Exhaustion level.
This spell can’t revive a creature that has died of old age, nor does it restore any missing body parts.
Sanguine Poppet
Concentration
Level
3rd
Casting Time
1 Minute
Range/Area
Touch (30 ft. )
Components
V, S, M *
Duration
Concentration 1 Hour
School
Transmutation
Attack/Save
DEX Save
Damage/Effect
Sangromancy
As part of casting this spell, you must expend three Hit Point Dice or the spell automatically fails. You smear the spell’s material component with your blood. The object shudders and becomes a poppet under your control.
The poppet’s AC equals 10 plus your Proficiency Bonus and your spellcasting ability modifier, and it has 30 Hit Points. If your poppet is ever reduced to 0 Hit Points or it is more than 1 mile away, the spell ends immediately. As a Bonus Action, you can command your poppet to move 30 feet, and you can see and hear through it until the start of your next turn.
As a Magic action, you can cause the poppet to detonate in an explosion of blood, ending this spell. Roll the Hit Point Dice expended to cast this spell. Each creature in a 30-foot-radius Sphere centered on the poppet makes a Dexterity saving throw, taking Necrotic damage equal to the roll on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. You can expend an additional Hit Point Die for each spell slot level above 3. Additionally, the duration of this spell increases by 1 hour for each spell slot level above 3.
Circle of Scarlet
Level
4th
Casting Time
1 Action
Range/Area
120 ft. (20 ft. *)
Components
V, S, M *
Duration
Instantaneous
School
Evocation
Attack/Save
CON Save
Damage/Effect
Necrotic
As part of casting this spell, you must expend four Hit Point Dice or the spell automatically fails. A crimson pillar erupts from the ground in a 20-foot-radius, 100-foot-high Cylinder centered on a point within range. Each creature within the Cylinder makes a Constitution saving throw.
On a failed save, the creature takes Necrotic damage equal to a roll of the Hit Point Dice expended on the spell plus your spellcasting ability modifier. On a successful save, the creature takes half as much damage.
For each creature that fails the saving throw against this spell, you gain 10 Temporary Hit Points.
Dark Sacrament
Level
4th
Casting Time
1 Action
Range/Area
Self
Components
V, S, M *
Duration
Instantaneous
School
Evocation
Attack/Save
Melee
Damage/Effect
Sangromancy
As part of casting this spell, you must expend four Hit Point Dice or the spell automatically fails. Make a melee spell attack against a creature within 5 feet using the Material component of this spell. On a hit, roll the Hit Point Dice expended to cast the spell plus 4d8. You deal Necrotic damage equal to the roll’s total. 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. When you take Radiant damage while you have a dark blessing, you take an extra 1d4 Radiant damage.
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 extra 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.
Using a Higher-Level Spell Slot. The initial damage increases by 1d8 for each spell slot level above 4.
Viscous Sheath
Level
4th
Casting Time
1 Action
Range/Area
Self
Components
V, S, M *
Duration
10 Minutes
School
Necromancy
Attack/Save
STR Save
Damage/Effect
Grappled
As part of casting this spell, you must expend seven Hit Dice or the spell automatically fails. Your body is wrapped in clotted blood. Whenever a creature within 5 feet of you hits you with a melee attack roll, the attacker takes Necrotic damage. To determine this damage, roll the Hit Point Dice expended to cast the spell plus your spellcasting ability modifier.
If a creature hits you with a Melee weapon, you can take a Reaction to have clots form around the weapon, entrapping it. The attacker must succeed on a Strength saving throw or the weapon sticks to you. If the attacker doesn’t release the weapon, the creature has the Grappled condition while the weapon is stuck. While stuck, the weapon can’t be used. The target can take an action to make a Strength (Athletics) check against your spell save DC, freeing the weapon on a success. The creature can also release the weapon to end the Grappled condition.
You can trap a number of weapons equal to the number of Hit Dice expended to cast the spell. When the spell ends, the weapons are released.
Using a Higher-Level Spell Slot. You can trap an additional weapon for each spell slot level above 4.
Mortality
Concentration
Level
5th
Casting Time
1 Action
Range/Area
120 ft.
Components
V, S, M *
Duration
Concentration 1 Minute
School
Transmutation
Attack/Save
CHA Save
Damage/Effect
Necrotic
As part of casting this spell, you must expend five Hit Point Dice or the spell automatically fails. Roll the Hit Point Dice expended, then choose an Aberration, Celestial, Elemental, Fey, or Fiend within range and condemn it to a taste of mortality. The creature must succeed on a Charisma saving throw or its Hit Point maximum and current Hit Points are reduced by the amount rolled on the Hit Point Dice expended to cast the spell.
For the duration of the spell, a creature that fails the saving throw loses all damage Immunities and Resistances, its creature type changes to Humanoid, and it takes an additional 1d4 Necrotic damage each time it takes damage.
If a creature affected by this spell is reduced to 0 Hit Points, these changes become permanent and the creature dies. This final effect of the spell can only be reversed if the creature is restored to life and targeted by a Remove Curse spell or similar magic.
Splattering Smite
Concentration
Level
5th
Casting Time
1 Reaction *
Range/Area
Self
Components
V
Duration
Concentration 1 Minute
School
Abjuration
Attack/Save
None
Damage/Effect
Sangromancy
Your strikes drink the splattered blood of your foes. As part of casting this spell, you must expend five Hit Dice or the spell automatically fails. Once on each of your turns when you hit a creature with an attack roll using a Melee weapon or Unarmed Strike, roll the Hit Point Dice expended to cast the spell and regain a number of Hit Points equal to the numbered rolled.
Blood Tide
Level
6th
Casting Time
1 Action
Range/Area
Self (100 ft. *)
Components
V, S, M *
Duration
Instantaneous
School
Conjuration
Attack/Save
DEX Save
Damage/Effect
Bludgeoning
As part of casting this spell, you must expend six Hit Point Dice or the spell automatically fails.
A gout of blood forming a 100-foot-long, 10-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line must make a Dexterity saving throw. On a failed save, the creature is pushed 100 feet away from you in a direction following the Line, has the Prone condition, and takes Bludgeoning damage equal to a roll of the Hit Point Dice expended on the spell plus your spellcasting ability modifier. On a successful save, the creature takes half as much damage only.
Using a Higher-Level Spell Slot. You can expend one additional Hit Point Die for each spell slot level above 6.
Heartseeker
Concentration
Level
6th
Casting Time
1 Action
Range/Area
300 ft.
Components
V, S, M *
Duration
Concentration 1 Minute
School
Evocation
Attack/Save
CON Save
Damage/Effect
Piercing
As part of casting this spell, you must expend six Hit Point Dice or the spell automatically fails. Blood flows from your body then crystallizes into a barbed arrow, which launches at a creature. Make a ranged spell attack against a target within range. On a hit, roll the Hit Point Dice expended to cast the spell, and the creature takes Piercing damage equal to the numbered rolled.
Once lodged in the creature, the bloody arrow begins to burrow toward its heart, rendering it susceptible to injury. Until the spell ends, the first successful attack against a creature after its turn ends is automatically a Critical Hit.
The target makes a Constitution saving throw at the end of each of its turns. On a failed save, the effect continues. On a success save, the creature takes 3d8 Necrotic damage and the spell ends.
Burst Forth
Level
7th
Casting Time
1 Action
Range/Area
200 ft.
Components
V
Duration
Instantaneous
School
Conjuration
Attack/Save
CON Save
Damage/Effect
Necrotic
As part of casting this spell, you must expend seven Hit Point Dice or the spell automatically fails. You teleport inside a creature that you can see within range and burst forth from it in a fountain of gore in the nearest unoccupied space. The target makes a Constitution saving throw, taking Necrotic damage equal to a roll of the Hit Point Dice expended to cast the spell plus your spellcasting ability modifier on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. You can expend one additional Hit Point Die for each spell slot level above 7.
Sanguine Fusillade
Level
7th
Casting Time
1 Action
Range/Area
60 ft.
Components
V, S, M *
Duration
Instantaneous
School
Evocation
Attack/Save
None
Damage/Effect
Piercing
You crystalize your foes blood into razor darts that burst forth to strike your enemies. As part of casting this spell, you must expend seven Hit Point Dice or the spell automatically fails. Roll the Hit Point Dice expended to cast the spell. Choose a creature that you can see within range. The target takes Piercing damage equal to the roll. When a creature takes this damage, seven crimson darts burst from it.
You can direct each dart to hit a creature within 60 feet of the original target. The darts all strike simultaneously, and you can direct them to hit one creature or several, including the original target. For each dart, make a ranged spell attack against the chosen creature. On a hit, roll one Hit Point Dice expended to cast the spell, and the creature takes Piercing damage equal to the number rolled.
Using a Higher-Level Spell Slot. You can expend an additional Hit Point Die and create another dart for each spell slot level above 7.
Creeping Death
Concentration
Level
8th
Casting Time
1 Action
Range/Area
60 ft.
Components
S
Duration
Concentration 1 Minute
School
Necromancy
Attack/Save
CON Save
Damage/Effect
Sangromancy
As part of casting this spell, you must expend eight Hit Point Dice or the spell automatically fails. Roll the expended Hit Point Dice. The target’s creeping death threshold is equal to the roll’s total. For the spell’s duration, if the creature’s Hit Points are reduced to or lower than its creeping death threshold, the creature immediately dies.
As a Bonus Action, you can force the target to make a Constitution saving throw. On a failed save, roll 2d6 and add the result to the creature’s creeping death threshold. On a successful save, add half the result instead. If the creature succeeds on three saving throws, which don’t have to be consecutive, this spell ends early.
Red Rain
Concentration
Level
8th
Casting Time
10 Minutes
Range/Area
Self
Components
V, S, M *
Duration
Concentration 8 Hours
School
Conjuration
Attack/Save
WIS Save
Damage/Effect
Necrotic
As part of casting this spell, you must expend eight Hit Point Dice or the spell automatically fails. Over the course of 1d6 times 5 minutes, the sky darkens and thick droplets of blood rain everywhere within 5 miles of you.
Each Beast and Plant creature in the area must succeed on a Wisdom saving throw or have the Frightened condition until it has spent 1 minute outside the area. Mundane plants exposed to the rain wither and die after 10 minutes.
For every 10 minutes that a creature of any type is directly exposed to the rain, that creature gains 1 Exhaustion level and takes 2d10 Necrotic damage. The creature’s Hit Point maximum decreases by an amount equal to the Necrotic damage dealt. This reduction lasts until the creature removes all levels of Exhaustion gained from this spell. While a creature has any Exhaustion levels from this spell, it automatically fails saving throws against removing the Poisoned condition.
When the spell ends, roll the Hit Point Dice expended to cast the spell. Beast and Plant creatures won’t return and plants won’t regrow in the area for a number of days equal to the roll’s total.
Steal Immortality
Level
9th
Casting Time
1 Reaction *
Range/Area
300 ft.
Components
V, S, M **
Duration
Instantaneous
School
Transmutation
Attack/Save
None
Damage/Effect
Sangromancy
As part of casting this spell, you must expend nine Hit Point Dice or the spell automatically fails. Roll the Hit Point Dice expended to cast the spell and gain a number of Temporary Hit Points equal to twice the roll’s total. You gain the creature type of the spell’s target, in addition to your own type.
While the spell lasts, you have Immunity to the Poisoned condition; you no longer need to eat, drink, or breathe; you have Resistance to Bludgeoning, Piercing, and Slashing damage; and you gain a benefit based on your new creature type:
Celestial. You have Resistance to Radiant and Necrotic damage and have a Fly Speed of 60 feet.
Elemental. You have Resistance to Acid, Cold, Fire, Lightning, and Thunder damage.
Fey. You can use a Bonus Action to have the Invisible condition until the start of your next turn, or teleport up to 60 feet to an unoccupied space you can see.
Fiend. You have Resistance to Cold and Fire damage and have a Fly Speed of 60 feet.
Undead. You have Immunity to Necrotic damage, and you have Immunity to the Charmed and Frightened conditions.
You have the creature type and benefits until you cast the spell again, or you are reduced to 0 Hit Points.