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Blood Magic - Warlock and Wizard Supplement 5e - The Homebrewery
Blood Magic - Warlock and Wizard Supplement 5e - The Homebrewery
Blood Magic - Warlock and Wizard Supplement 5e - The Homebrewery
Your eyes search for the source of the red blast that just blew
past your hair. After adjusting from the momentary
brightness, they land on a burnished orange Tiefling, her
white eyes reflecting the vermilion hues of the fizzling spell.
She stands tall and graceful with her elegantly curved horns,
her beauty as enchanting as her power. You’re so taken by her
captivating presence that several moments of intense study "My blood courses with eldritch power while your
blood, when I begin, will simply spill from your
pass before you even notice the long fangs in her mouth. body." - Erenar Farseer
Otherworldly Patrons
At 1st level, a warlock gains the Otherworldly Patron feature,
which offers you the choice of a subclass. The following
options are available to you when making that choice: The Expanded Spell List
Vampire 1st-level Vampire feature
The Vampire The Vampire lets you choose from an expanded list of spells
when you learn a warlock spell. The following spells are
Within the deepest reaches of night, bound through blood to added to the warlock spell list for you.
serve a vampire or demonic overlord, you linger in a realm of Spell Level Spells
madness from which few ever return. The strength of your
dark master pulsates through your veins and whether from a 1st Bane, Inflict Wounds
forbidden ritual or enthralling kiss, it empowers your resolve. 2nd Alter Self, Suggestion
Though free from loathsome servitude, the haunting voice of
your master forever beckons you to return. Most kingdoms 3rd Life Transference, Speak with Dead
forbid the practice of blood magic. Though the rumors and 4th Greater Invisibility, Phantasmal Killer
suspicions are true, only a few able to harness its secrets 5th Raise Dead, Cloudkill
reserve such power.
Blood is Thicker than Water Pale Knight
1st-level Vampire feature 14th-level Vampire feature
You can gain nourishment from the blood of your victims You can cast the spell alter self, without expending a spell
(provided that they have blood in their veins). When you drink slot. When you cast the spell with this feature you gain the
atleast one gill of blood, you gain 1d4 + half your warlock appearence of an vampire and gain the undead tag as an
level temporary hit points which lasts for 1 minute. If you additional type. While in this form, you can attack twice,
have 0 hit points, you return to consciousness for the instead of once, whenever you take the Attack action on your
duration. Additionally, you gain resistance to necrotic turn to attack a creature with your natural weapons. Your
damage. natural weapon from the Vampiric Fangs feature, while in
this form, deals an additional 4d8 piercing damage and you
Nosferatu gain the following:
1st-level Vampire feature Immunity to disease
Your connection with your patron gives you tremendous Immunity to mind-affecting effects
power, but also, vampiric weaknesses. You have the following Immunity to poison
flaws: Magic can’t put you to sleep
Forbiddance. You can't enter a residence without an
invitation from one of the occupants. You can use this feature a number of times equal to your
Harmed by Running Water. You take 1 acid damage if proficiency bonus, and you regain all expended uses when
you end your turn in running water. you finish a long rest.
Sunlight Hypersensitivity. While in sunlight, you take 1
radiant damage at the start of your turn, and you have
disadvantage on attack rolls and ability checks.
Arcane Tradition
At 2nd level, a wizard gains the Arcane Tradition feature. The
following War Magic option is available to a wizard, in
addition to the options offered in the Rule book: School of Blood Spell
Hemomancy 6th-level School of Hemomancy feature
As a free action, if you have 10 or more temporary hit points,
School of Hemomancy you can sacrifice all 10 of them to gain one of the following
A wise wizard once said, "Magic is the bloodstream of the effects on a 1st level spell until the start of your next turn:
universe." To a wizard that study the art of hemomancy this is If the spell has a casting time of 1 action, you change the
undeniable truth, and the connection is quickly drawn casting time to 1 bonus action.
between the cosmic flow of energy and one's own life If the spell requires a material component, you ignore it.
essence. The saving throw and/or attack roll bonus gains a +2
Arcane Anemia bonus.
2nd-level School of Hemomancy feature If the spell has a casting time of 1 reaction, you can cast
the spell a second time on a different target within 5 feet
You no longer gain Hit Dice as you gain levels in this class. of you.
You gain your Constitution modifier (minimum of 1) + your As you gain levels in this class, your level of the spell you
wizard level multiplied by 5 in temporary hit points whenever can cast as a blood spell increases, 2nd level spell at 10th
you take a short or long rest. Additionally, your maximum hit level and 3rd level spell at 14th level.
points can no longer be reduced, as you have control over
your own blood.
Empowered Blood Spell
Paroxysmal Spell 10th-level School of Hemomancy feature
2nd-level School of Hemomancy feature As a free action, if you have 50 or more temporary hit points,
Whenever you deal necrotic damage with a spell, you can you can sacrifice 50 of them to gain one of the following
sacrifice all of your temporary hit points to deal half of the effects on a spell until the start of your next turn:
amount sacrificed as additional necrotic damage.
If the spell requires a saving throw, each
target affected by the spell makes the
saving throw with disadvantage and the
saving throw gains a +2 bonus.
If the spell requires a spell attack roll, you score a
critical hit on a roll of 17-20 with it.
If the spell requires a spell attack roll, you deal double
the damage on a critical hit.
If the spell has a casting time of
1 reaction, you can cast the
spell on all creatures of your
choice that you can see.
Beginning at 18th level in this class,
you can sacrifice 25 temporary hit
points instead of 50 temporary hit
points for the same result.
Ephemeral Blood
14th-level School of Hemomancy feature
Spells that affect you, which give you
temporary hit points, always gives you
the highest amount possible.
Art Credit Comments
Knight Owl, concept design & illustration (cover) Sections of this supplement are NOT to be used for
Seb McKinnon (covenant of blood) economic gain or to be sold for money, it is for personal use
J.W Choi (Aion Vampire) only.
Tsvetka (Alices friends)
Serg Myshkovsky (blood magic) DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
Jeff Chen (Salt in Wounds Wizard) Forgotten Realms, Ravenloft, Eberron, the dragon
Arrol (Neo) ampersand, Ravnica and all other Wizards of the Coast
product names, and their respective logos are trademarks of
Other Credits Wizards of the Coast in the USA and other countries. This
work contains material that is copyright Wizards of the Coast
The Homebrewery, created by Scott Tolksdorf. and/or other authors.
Author of this Supplement: Azuradon
This supplement is not affiliated with, endorsed, sponsored,
or specifically approved by Wizards of the Coast LLC. This
supplement may use the trademarks and other intellectual
property of Wizards of the Coast LLC, which is permitted
under Wizards' Fan Content Policy.