TEXT: CHRIS HARRIS
  12
  
  2
  Credits
  Design: Chris Harris
  Development & Editing: Steve Winter
  Art Director & Graphic Design: Marc Radle
  Cover Art: Subroto Bhaumik
  Interior Art: Bryan Syme, Guido Kuip, Subroto Bhaumik
  Publisher: Wolfgang Baur
  Kobold Press, Midgard, Open Design, and their associated logos are trademarks of Open Design.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License  
  version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters,  
  place names, new deities, etc.), dialogue, plots, story elements, locations, characters, artwork, sidebars, and trade dress.  
  (Elements that have previously been designated as Open Game Content are not included in this declaration.) 
  Open Game Content: The Open content in this book includes the Ritual Savant tradition and the Elven High Magic 
  school spells. No other portion of this work may be reproduced in any form without permission.
  © 2017 Open Design
  www.koboldpress.com
  Blood and Doom 
  ELY GUTIERREZ ATHRON - ETGOTHOME@YAHOO.CO.UK - 44971
  
  3
  lood and Doom deals with antipaladins and 
  blood magic. Antipaladins, blood mages, 
  and wielders of blood magic in general are intended 
  to appear only as nonplayer characters. That's not 
  because antipaladin or blood mage player characters 
  are unbalanced or no fun. They can be great fun for 
  the person who's playing them, but either of these 
  characters in a group of mostly Good or Neutral PCs 
  can be a real problem for everyone else. Evil characters 
  in general, and antipaladins and blood mages in 
  particular, are more than the sum of a few distasteful 
  class abilities. Both represent an approach to life 
  and society that's utterly amoral, self-centered, and 
  uncompromising—a bad combination where party 
  harmony is concerned. 
  Blood and Doom
  12
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  4
  Before even thinking about making up a character 
  that uses the spells and abilities in this chapter of 
  Deep Magic, you must clear it not only with your GM 
  but also with the other players. Make sure everyone 
  understands what they're allowing into the group and 
  that they're willing to put up with the consequences.
  Even then, we don't recommend it. These abilities 
  are best reserved for evil NPCs and villains.
  Seriously—don't say we didn't warn you.
  Antipaladin Magic
  It's no secret that the world is not as it should 
  be. Anyone who looks at it honestly must admit 
  that. Where people disagree is how it can be set 
  right. Those who believe it can be done with open 
  expression, cooperation, and understanding are 
  fools. It will take strife, suffering, and buckets of 
  blood to set it right. A field produces no crops until 
  the farmer slices it open with a blade. So, too, will the 
  wrongness in the world refuse to yield until a blade 
  cuts across its face.
  Few people have the strength of body or mind 
  to do what must be done, and too many view the 
  necessary measures as acts of evil. Is it evil to cut 
  diseased flesh away from a body that's struggling to 
  survive? Is it evil to bring a cat into your home to kill 
  the mice that make nests in your mattress, eat tallow 
  candles, and befoul stored food with their waste? The 
  mouse might well say so, as it's being devoured by the 
  cat. But the mouse is wrong; it's grisly death is both 
  necessary and right. The truly wise know that what's 
  right and what's popularly called "good" are often not 
  the same thing.
   This crucial work takes time, however—more time 
  than mortals have. Only someone who has conquered 
  death can carry this standard, and only the paladin 
  who has sworn the oath of the giving grave—an 
  antipaladin—is equal to the task.
  Antipaladin Class Features
  A paladin on the path toward swearing the Oath 
  of the Giving Grave manifests some class features 
  differently from other paladins.
  UNHOLY SMITE
  replaces Divine Smite
  Starting at 2nd level, when you hit a creature with a 
  melee weapon attack, you can expend one paladin 
  spell slot to deal necrotic damage, in addition to 
  the weapon's damage. The extra damage is 2d8 for a 
  1st-level spell slot, plus 1d8 for each slot level higher 
  than 1st, to a maximum of 5d8. The total damage 
  increases by another 1d8 if the target is a celestial, a 
  Good-aligned fey, or a Good-aligned dragon.
  IMPROVED UNHOLY SMITE
  replaces Improved Divine Smite
  By 11th level, you are so suffused with Evil that all 
  your melee weapon strikes cause necrotic damage. 
  When you hit with a melee weapon, the target 
  creature takes an extra 1d8 necrotic damage. lf you 
  also use your Unholy Smite, this damage adds to the 
  extra damage of the Unholy Smite.
  Sacred Oath: the Giving Grave
  The giving grave is more a philosophy than a 
  formalized code. It appeals to warriors who value 
  power above life, to would-be conquerors who balk 
  at nothing when imposing their will on the weak, 
  to warlords who seek to extend their reigns beyond 
  the usual limit of a single lifetime, and, frankly, 
  to psychotic killers who crave the stamp of divine 
  approval on their bloodletting.
  Conquer Death. Immense power is needed to repair 
  what's wrong with the world, and mortal beings' 
  lives are too short to acquire that power and 
  wield it effectively. Therefore, death itself must 
  be overcome, and the only path beyond death is 
  through the grave. 
  Serve Those Who Can Teach. To overcome death, one 
  must serve and learn from those who have that 
  knowledge, regardless of one's views about those 
  entities. When they have no more to teach and 
  no further aid to give, only then can the student's 
  moral feelings come into play.
  Brook No Opposition. Your vision for the world is 
  correct, and the path to achieving it is narrow and 
  treacherous. A single misstep could lead to disaster. 
  Anyone who obstructs that path imperils the future 
  and therefore deserves neither life nor mercy. This 
  isn't cruelty; it's necessity. Where possible, those 
  who fall can be redeemed by being made to serve 
  your ambition after their deaths.
  Oath of the Giving Grave 
  in Midgard
  Though there are instances of warlords in 
  the Southlands who embraced this path, the 
  Oath of the Giving Grave truly thrives in the 
  Principalities of Morgau and Doresh. There, 
  among Order of the Knights Incorporeal, 
  warriors both living and undead embrace this 
  oath. Many of them are leaders at the head of 
  armies of corpses marching against neighboring 
  lands under Prince Lucan's commands.
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  5
  Deep Magic Blood and Doom
  Honor the Gods of Death. Honor the gods who grant 
  you power over life and death with devotion and 
  sacrifice, so that they will aid you and look favorably 
  on you as an instrument of their power, or even as 
  an ally. Punish those who blaspheme against them.
  OATH OF THE GIVING GRAVE SPELLS
  Paladin  
  Level  
  Spells
  3  
   
  blood tide, disguise self
  5  
   
  blood armor, bloodshot
  9  
   
  animate dead, vampiric touch
  13  
   
  blight, freedom of movement
  17  
   
  insect plague, seeming
  CHANNEL DIVINITY
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options.
  Overawe Enemy. As an action, you present your 
  unholy symbol and utter a promise of horrors to 
  come, using your Channel Divinity. Choose one 
  creature within 60 feet of you that you can see. That 
  creature must make a Wisdom saving throw, unless 
  it is immune to being stunned. Celestials and Good-
  aligned fey have disadvantage on the saving throw. 
  On a failed save, the creature is stunned for 1 minute 
  or until it takes any damage.
  Mark of the Funeral Feast. As a bonus action, you 
  can shout a command and indicate a creature you 
  can see within 10 feet of you, using your Channel 
  Divinity. All unintelligent undead below Challenge 
  Rating 1 who are within sight of the creature become 
  compelled to pursue and attack it. The effect ends in 
  1 minute or when the target creature drops to 0 hit 
  points or falls unconscious. When the effect ends, 
  the undead return to what they were doing before. 
  AURA OF THE UNREPENTANT
  Starting at 7th level, you and allies within 10 feet of 
  you can't be turned while you are conscious. At 18th 
  level, the radius of this aura increases to 30 feet.
  TENACIOUS LIFE
  Starting at 15th level, you gain regeneration. If you 
  start your turn with fewer than half of your maximum 
  hit points, you regain 5 hit points. If you take fire or 
  radiant damage, this trait doesn't function at the start 
  of your next turn. 
  UNDYING SENTINEL
  At 20th level, you gain magic resistance; you have 
  advantage on saving throws against spells and other 
  magical effects. In addition, if you are killed, you rise 
  from the grave within 1d4 days as a death knight. 
  Consult your GM for implementation. 
  Antipaladin Spell List
  1ST LEVEL
  Bloody Smite
  Doom of the Cracked Shield
  Hobble Mount
  Hone Blade
  Memento Mori
  Stanch
  2ND LEVEL
  Animate Ghoul
  As You Were
  Caustic Blood
  Doom of Consuming Fire
  Doom of the Slippery Rogue
  Timely Distraction
  Vomit Tentacles
  3RD LEVEL
  Conjure Undead
  Doom of Blue Crystal
  Doom of Dancing Blades
  Doom of Disenchantment
  St. Blusen’s Reaver Spirit
  St. Whiteskull’s Borrowing
  Strength of the Underworld
  Vital Mark
  4TH LEVEL
  Doom of the Earthen Maw
  Doom of Serpent Coils
  St. Parvalas’s Risen Road
  Shroud of Death
  Visage of Madness
  5TH LEVEL
  Sanguine Horror
   
  ELY GUTIERREZ ATHRON - ETGOTHOME@YAHOO.CO.UK - 44971
  
  Blood Magic
  Among the most heinous magic known is the 
  arcana of Taergash the Bloodpurger, a wizard whose 
  unhealthy obsession with the power of blood is 
  legendary. Taergash believed that by mastering the 
  power in his own blood, he could achieve unlimited 
  power; his dream, however, suffered frequent 
  setbacks as he failed in ever more vigorous ways. 
  Eventually, a simple cut from a broken alembic—the 
  result of a moment's clumsiness during an arcane 
  experiment—caused him to bleed to death. 
  Nevertheless, Taergash’s spells are still sought by 
  evil necromancers, sorcerers, and other bloodthirsty 
  casters, and they can be found in blood-drenched 
  grimoires and bile-dripping tomes. Some wizards are 
  so steeped in the study of this gruesome magic that 
  they become known as blood mages.
  Spellbook: Taergash’s 
  Exsanguinating Tome 
  Before Taergash’s bloody demise, the obsessed mage 
  recorded several of his blood-magic spells into a 
  vile book he called his Exsanguinating Tome. The 
  spellbook mysteriously disappeared from Taergash’s 
  lair shortly after his death, but it’s rumored that one 
  of the wizard’s less stable apprentices used its magic 
  to hatch a nefarious plot against a goodly state—a 
  plot that, by all accounts, still threatens to plunge 
  that nation’s fate into the blood mage's gory hands. 
  TAERGASH'S EXSANGUINATING TOME
  Wondrous item, legendary (requires attunement  
  by a wizard)
  This tome is wrapped in a filthy cover that weeps 
  warm, wet droplets of blood. Although gore flows 
  over the book’s pages when opened, the unnerving 
  leakage never obscures the spells’ details to those who 
  wish to read them.
  Taergash's exsanguinating tome contains the following 
  spells.
  Cantrip: blood tide
  1st Level: bane, false life, hideous laughter, ray of 
  sickness, stanch, weapon of blood 
  2nd Level: blood armor, blood lure, bloodshot, caustic 
  blood, vital mark
  3rd Level: animate dead, fear, ray of exhaustion, 
  vampiric touch
  4th Level: blood and steel, phantasmal killer
  5th Level: cruor of visions, exsanguinating cloud, 
  sanguine horror 
  Sorcerous Origin: Serophage
  You have always been preoccupied with blood, both 
  your own and that of others. At some point you 
  learned that you could exercise some control over your 
  blood, and you've harnessed that power to awaken 
  the magic that flows through your veins. The dark 
  possibilities of this new magic revealed themselves 
  when you discovered that you could control the blood 
  flowing in the veins of other creatures, too.
  STRENGTH BENEATH THE SKIN
  At 1st level, you gain control over your own blood 
  flow. When you take bludgeoning damage, roll a d4 
  and subtract the result from the damage taken. At 6th 
  level, the die increases to a d6. 
  BLOOD FUEL
  At 6th level, instead of moving, you can inflict 1d4 
  slashing damage on yourself and regain a number 
  of sorcery points equal to the slashing damage. 
  Alternatively, you can choose to increase the save DC 
  or the spell attack bonus of the next spell you cast by 
  +1 instead of regaining sorcery points. At 12th level, 
  the die becomes a d8 and the increase to your spell 
  attack bonus or save DC increases to +2. 
  BLOOD BARRIER
  At 14th level, you can draw blood from a recently 
  killed (within the last 30 minutes) creature of 
  Intelligence 5 or higher and form it into swirling rings 
  that surround you. The number of rings equals your 
  Charisma modifier. 
  The rings absorb physical damage. When you are 
  struck by a melee or ranged weapon attack, one 
  ring absorbs 1d10 damage from the attack, then 
  disappears in a splash. 
  As an action, you can cause one ring to form into a 
  magical spear of blood and launch itself at a target you 
  select within 60 feet. Make a ranged spell attack. On 
  a successful hit, the target takes (1d6 + your Charisma 
  modifier) piercing damage and must succeed on a 
  Constitution saving throw or be stunned until the 
  start of your next turn. The spear is considered a 
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  7
  Deep Magic Blood and Doom
  magical weapon. It evaporates after it's expended.
  The rings remain until they absorb an attack or they 
  are expended as weapons. 
  EXSANGUINATE
  At 18th level, you can siphon a steady stream of blood 
  from a living creature at a distance. As an action, you 
  designate a creature within 40 feet; that creature must 
  make a Constitution saving throw. If the saving throw 
  fails, the creature takes 2d6 necrotic damage as blood 
  oozes through its skin and flows through the air to 
  you, where it's absorbed through your skin. For every 2 
  points of damage done to the target, you regain either 
  1 hit point or 1 sorcery point. The exsanguination 
  continues, causing damage and restoring your hit 
  points or sorcery points at the start of your turn, until 
  you end it (no action required by you) or the target 
  makes a successful Constitution saving throw at the 
  end of its turn.
  Wizard Tradition: School of 
  Blood Magic
  A blood mage powers his magic with the secrets he 
  learns from his own blood. Eventually, he learns to 
  manipulate others’ blood, too. A blood mage has the 
  following class features. 
  BLOOD SAVANT
  Beginning when you take up the study of blood magic 
  at 2nd level, the gold and time you must spend to copy 
  a blood magic spell into your spellbook is halved. You 
  also gain proficiency in the Medicine skill.
  Starting at 2nd level when you choose to focus your 
  studies on blood magic, you gain a greater awareness 
  of the blood flowing through your veins, the heart that 
  pumps it, and some measure of control over both. 
  When you are subjected to a disease or poison effect 
  that allows you to make a Constitution saving throw 
  to take only half damage, you instead take no damage 
  if you succeed on the saving throw, and only half 
  damage if you fail.
  BLOOD VISION
  At 6th level, you gain the ability to see a moment of 
  the past through the eyes of a creature whose blood 
  you consume. When you ingest the blood of another  
  creature, you are stunned for 1 round. During that 
  time, you experience a memory of the creature through 
  its own eyes which may or may not be of the incident 
  that caused it to bleed. The older the blood, the 
  foggier and more obscure the memory is likely to be.
  Once you have consumed a creature's blood in 
  this way, the same creature's blood will never again 
  produce a memory for you.
  ABSORB IMPURITIES
  Starting at 10th level, you can absorb poisons or 
  diseases from another creature, living or dead, and 
  turn it to your use. By exposing a fresh cut to a source 
  of disease or poison, you can safely absorb it, storing it 
  in your bloodstream, dormant. You can then inflict it 
  on another by spitting a stream of blood at them. As an 
  action, make a ranged spell attack. On a successful hit 
  the target is exposed to the disease or poison and must 
  proceed with whatever saving throws are required.
  In three days, if you do not pass the disease or 
  poison along to another living creature, it becomes 
  active in your bloodstream. You make the first two 
  saving throws required by the disease or poison with 
  disadvantage.
  MIRE OR QUICKEN BLOOD
  At 14th level, a blood mage can turn other creatures’ 
  blood into sludge or he can thin it once per day. As an 
  action, he can cause a creature that fails a Constitution 
  saving throw to become slowed. Alternately, he can 
  cause a creature that fails a Constitution saving throw 
  to gain the effects of haste. The target can intentionally 
  fail the saving throw. The duration of either effect is a 
  number of rounds equal to your Intelligence modifier.
  Blood Magic Spell List
  CANTRIP 
  Blood Tide (sorcerer, wizard)
  1ST LEVEL
  Stanch (antipaladin, cleric, druid, paladin, ranger, 
  sorcerer, warlock, wizard)
  Weapon of Blood (sorcerer, wizard)
  2ND LEVEL
  Blood Lure (cleric, sorcerer, wizard)
  Bloodshot (sorcerer, warlock, wizard)
  Caustic Blood (antipaladin, druid, ranger, sorcerer, 
  warlock, wizard)
  3RD LEVEL
  Blood Armor (sorcerer, warlock, wizard)
  Vital Mark (antipaladin, cleric, paladin, sorcerer, 
  wizard)
  4TH LEVEL
  Blood and Steel (sorcerer, wizard)
  Blood Spoor (ranger)
  5TH LEVEL
  Cruor of Visions (cleric, sorcerer, warlock, wizard)
  Exsanguinating Cloud (cleric, sorcerer, wizard)
  Sanguine Horror (antipaladin, warlock)
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  8
  New Spells
  As noted above, all of these spells are intended for 
  evil NPCs and villains. None of them are available to 
  player characters, regardless of class, without prior 
  clearance from the Game Master and other players. 
  ANIMATE GHOUL 
  2nd-level necromancy
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (piece of rotting flesh and an 
  onyx gemstone worth 100 gp) 
  Duration: Instantaneous 
  You raise one Medium or Small humanoid corpse as a 
  ghoul under your control. Any class levels or abilities 
  the creature had in life are gone, replaced by the 
  standard ghoul stat block.
  At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level, it can be used on the corpse of a 
  Large humanoid to create a Large ghoul. When you 
  cast this spell using a spell slot of 4th level, this spell 
  creates a ghast, but the material component changes 
  to an onyx gemstone worth at least 200 gp. 
  AS YOU WERE 
  2nd-level necromancy
  Casting Time: 10 minutes
  Range: Touch
  Components: V, S, M (a piece of flesh from a creature 
  of the target’s race) 
  Duration: Up to 24 hours 
  When cast on a dead or undead body, as you were 
  returns that creature to the appearance it had in life 
  while it was healthy and uninjured. The target must 
  have a physical body; the spell fails automatically if 
  the target is normally noncorporeal (banshee, ghost, 
  wraith, et al.).
  If as you were is cast on a corpse, its effect is 
  identical to gentle repose except that the corpse's 
  appearance is restored to that of a healthy, uninjured 
  (albeit dead) person. 
  If the target is an undead creature, it also is restored 
  to the appearance it had in life, even if it died from 
  disease or from severe wounds, or centuries ago. The 
  target looks, smells, and sounds (if it can talk) as it did 
  in life. Friends and family can tell something is wrong 
  only with a successful Wisdom (Insight) check against 
  your spell save DC, and only if they have reason to 
  be suspicious (knowing the person should be dead 
  is sufficient reason). Spells and abilities that detect 
  undead are also fooled, but the creature remains 
  susceptible to Turn Undead as normal.
  This spell doesn't confer speech on undead that 
  normally can't speak. The creature eats, drinks, and 
  breathes as a living creature does; it can mimic sleep, 
  but it has no more need for it than it had before.  Any 
  amount of radiant, necrotic, or Constitution damage 
  immediately ends this spell.
  If this spell is cast on an undead creature that isn't 
  your ally or under your control, it makes a Charisma 
  saving throw to resist the effect. 
  BLOOD AND STEEL 
  4th-level transmutation
  Casting Time: 1 action
  Range: Touch
  Components: V,S
  Duration: Concentration, up to 1 minute
  When you cast this spell, you cut your hand and 
  take 1d4 slashing damage that can't be healed until 
  you take a long rest. Then touch a construct; it must 
  make a successful Constitution saving throw or be 
  charmed by you for the duration. If you or your allies 
  are fighting the construct, it has advantage on the 
  saving throw. Even constructs that are immune to 
  charm can be affected by this spell.
  While the construct  is charmed, you 
  have a telepathic link with it as long 
  as the two of you are on the same 
  plane of existence. You can use this 
  telepathic link to issue commands to 
  the creature while you are conscious 
  (no action required), which it does 
  its best to obey. You 
  can specify a simple 
  and general course of 
  action, such as “attack 
  the ghouls,” “block 
  the bridge,” 
  or “fetch that 
  bucket.” If the 
  construct completes 
  the order and doesn't receive 
  further direction from you, 
  it defends itself.
  You can use your action 
  to take total and precise 
  control of the target. Until 
  the end of your next turn, 
  the construct takes only the 
  actions you specify and does 
  nothing you haven't ordered 
  it to do. During this time, you 
  can also cause the construct 
  to use a reaction, but this 
  requires you to use your 
  own reaction as well.
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  9
  Deep Magic Blood and Doom
  Each time the construct takes damage, it makes a 
  new Constitution saving throw against the spell. If 
  the saving throw succeeds, the spell ends.
  If the construct is already under your control when 
  the spell is cast, it gains an Intelligence of 10 (unless 
  its own Intelligence is higher, in which case it retains 
  the higher score) for 4 hours. The construct is capable 
  of acting independently, though it remains loyal to 
  you for the spell's duration. You can also grant the 
  target a bonus equal to your Intelligence modifier on 
  one skill in which you have proficiency.
  At Higher Levels. When you cast this spell with a 
  5th-level spell slot, the duration is concentration, up 
  to 10 minutes. When you use a 6th-level spell slot, the 
  duration is concentration, up to 1 hour. When you 
  use a spell slot of 7th level or higher, the duration is 
  concentration, up to 8 hours.
  BLOOD ARMOR 
  3rd-level necromancy 
  Casting Time: 1 bonus action
  Range: Self
  Components: V, S (you must have just struck a foe 
  with a melee weapon) 
  Duration: 1 hour
  When you strike a foe with a melee weapon attack, 
  you can immediately cast blood armor as a bonus 
  action. The foe you struck must contain blood; 
  targets that don't bleed don't satisfy the requirement 
  for blood armor. The blood flowing from your foe 
  magically increases in volume and forms a suit of 
  armor around you, granting you armor class 18 + 
  your Dexterity modifer for the spell’s duration. Blood 
  armor has no Strength requirement, doesn't hinder 
  spellcasting, and doesn't incur disadvantage on 
  Dexterity (Stealth) checks.
  If the creature you struck was celestial, blood armor 
  also grants you advantage on Charisma saving throws.
  BLOOD LURE 
  2nd-level enchantment
  Casting Time: 1 action
  Range: 10 ft.
  Components: V, S, M (blood pool)
  Duration: 1 minute
  You point at any open liquid (a jar, a bowl, even a 
  puddle) that contains at least a quart of blood. It 
  flashes momentarily with sparkling light before 
  regaining its former hue. Predators and creatures 
  that feed on blood, including undead such as 
  vampires, within 60 feet must make Charisma saving 
  throws. Creatures with Keen Smell or any similar 
  scent-boosting ability have disadvantage on the 
  saving throw, while undead that feed on blood have 
  advantage on the saving throw. Those that fail are 
  drawn toward the blood; they must move toward it 
  unless impeded. 
  Once an affected creature reaches the blood, it 
  tries to consume it, foregoing all other actions while 
  the blood is present. A successful attack against an 
  affected creature ends the effect, as does the complete 
  consumption of the blood, which requires just 1 action 
  by an affected creature. 
  BLOOD SPOOR 
  4th-level divination
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a drop of the quarry’s blood)
  Duration: Concentration, up to 10 minutes
  By touching a drop of your quarry’s blood (spilled 
  or drawn within the past hour), you can follow its 
  trail unerringly across any surface or under water, no 
  matter how fast you are moving. If your quarry takes 
  flight, you can follow its trail along the ground or 
  through the air if you have means to fly. 
  If your quarry moves magically (such as through a 
  dimension door or via a teleport spell), you sense its trail 
  as a straight path from where the magical movement 
  started to where it ended. Such a vector may lead 
  through lethal or impassable barriers. This spell even 
  reveals the path of those using pass without trace, but it 
  fails to locate creatures protected by nondetection or by 
  other effects that prevent scrying or cause divination 
  spells to fail. If your quarry moves to another plane, 
  its trail ends without trace, but blood spoor picks up the 
  trail again if the caster shifts to the same plane as the 
  quarry before the spell expires. 
  BLOOD TIDE 
  Necromancy cantrip
  Casting Time: 1 action 
  Range: 25 ft.
  Components: V 
  Duration: 4 rounds 
  When you cast this spell, the targeted creature must 
  succeed on a Constitution saving throw or bleed from 
  its nose, eyes, ears, and mouth. This bleeding causes 
  no damage but imposes a –2 penalty on the creature's 
  Intelligence, Charisma, and Wisdom checks. Blood 
  tide has no effect on undead or constructs.
  A bleeding creature might also attract the 
  attention of creatures such as stirges, sharks, or giant 
  mosquitoes, depending on the circumstances. 
  A cure wounds spell stops the bleeding before the 
  spell's duration expires, as does a successful DC 10 
  Wisdom (Medicine) check.
  The duration increases to 2 minutes at 5th level, 10 
  minutes at 11th level, and 1 hour at 17th level.
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  BLOODSHOT 
  2nd-level conjuration
  Casting Time: 1 action 
  Range: 40 feet
  Components: V, S 
  Duration: Instantaneous
  You launch a jet of boiling blood from your eyes at 
  a target within 40 feet of you. You take 1d6 necrotic 
  damage and make a ranged spell attack against the 
  target. If the attack hits, the target takes 2d10 fire 
  damage plus 2d8 psychic damage.
  At Higher Levels. When you cast this spell using 
  a spell slot of 3rd level or higher, the fire damage 
  increases by 1d10 for each slot level above 2nd.
  BLOODY SMITE 
  1st-level necromancy 
  Casting Time: 1 bonus action 
  Range: Self
  Components: V 
  Duration: Concentration, up to 1 minute
  The next time you hit a creature with a melee weapon 
  attack during the spell's duration, your weapon pulses 
  with a dull, red light and the attack deals an extra 1d6 
  necrotic damage to the target. At the start of each of 
  its turns until the spell ends, the target must make a 
  Constitution saving throw. On a failed save, it takes 
  1d6 necrotic damage, it bleeds profusely from the 
  mouth, and it can't speak intelligibly or cast spells 
  with a verbal component. On a successful save, the 
  spell ends. lf the target or an ally within 5 feet of it 
  uses an action to tend the wound with a successful 
  Wisdom (Medicine) check against your spell save DC 
  or the target receives magical healing, the spell ends.
  CAUSTIC BLOOD
  2nd-level transmutation 
  Casting Time: 1 reaction
  Range: Self
  Components: V, S 
  Duration: Concentration, special
  Your blood becomes caustic when exposed to the air. 
  When you take damage, you can use your reaction 
  to select up to three targets within 30 feet of you. 
  Each target takes 1d10 acid damage unless it makes a 
  successful Dexterity saving throw. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, the number of targets 
  increases by 1 for each slot level above 2nd.
  CONJURE UNDEAD 
  3rd-level conjuration 
  Casting Time: 1 minute
  Range: 30 feet 
  Components: V, S, M (a humanoid skull) 
  Duration: Concentration, up to 1 hour
  You summon a shadow  to do your bidding. The 
  creature appears in an unoccupied space that you 
  can see within range. The creature is friendly to you 
  and your allies for the duration. Roll initiative for the 
  shadow, which has its own turns. It obeys any verbal 
  commands that you issue to it (no action required 
  by you). If you don't issue any commands to the 
  creature, it defends itself from hostile creatures but 
  otherwise takes no actions. The shadow disappears 
  when the spell ends.
  At Higher Levels. When you cast this spell using a 
  spell slot of 4th level, you can choose to summon a 
  wight or a shadow. When you cast this spell with a 
  spell slot of 5th level, you can choose to summon a 
  ghost, a shadow, or a wight.
  CRUOR OF VISIONS 
  5th-level divination 
  Casting Time: 1 minute 
  Range: Self 
  Components: V, S, M (a bone needle and catchbasin)
  Duration: Concentration, up to 5 minutes 
  You prick your finger with a bone needle as you 
  cast this spell, taking 1 necrotic damage. This drop 
  of blood must be caught in a container such as a 
  platter or a bowl, where it grows into a pool 1 foot in 
  diameter. This pool acts as a crystal ball for the purpose 
  of scrying. 
  If you place a drop (or dried flakes) of another 
  creature's blood in the cruor of visions, the creature 
  has disadvantage on any Wisdom saving throw to 
  resist scrying. Additionally, you can treat the pool 
  of blood as a crystal ball of telepathy (see the crystal ball 
  description in the Fifth Edition rules).
  At Higher Levels. When you cast this spell using a 
  spell slot of 7th level or higher, the pool of blood acts 
  as either a crystal ball of mind reading or a crystal ball of 
  true seeing (your choice when the spell is cast).
  DOOM OF BLUE CRYSTAL 
  3rd-level transmutation 
  Casting Time: 1 action 
  Range: Self
  Components: V, S, M (a blue crystal) 
  Duration: Concentration, up to 3 rounds
  You are surrounded by a field of glowing, blue energy 
  lasting 3 rounds. Creatures within 5 feet of you 
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  Deep Magic Blood and Doom
  (including yourself) must make a Constitution saving 
  throw when the spell is cast and again at the start of 
  each of your turns while the spell is in effect. A creature 
  whose saving throw fails is restrained; a restrained 
  creature whose saving throw fails is paralyzed; and 
  a paralyzed creature whose saving throw fails is 
  petrified and transforms into a statue of blue 
  crystal. As with all concentration spells, you 
  can end the field at any time (no action 
  required). If you turn to crystal, the 
  energy field ends after all affected 
  creatures make their saving throws. 
  Restrained and paralyzed 
  creatures recover immediately 
  when the spell effect ends, but 
  petrification is permanent.
  Crystal creatures can see, hear, 
  and smell normally, but they don't 
  need to eat or breathe. If shatter is 
  cast on a crystal creature, it must 
  succeed on a Constitution saving 
  throw against the caster's spell save 
  DC or be killed. If a crystal statue 
  is broken or damaged, the subject has 
  similar damage when its petrification ends. 
  Creatures transformed into blue crystal can 
  be restored with dispel magic, greater restoration, or 
  comparable magic.
  DOOM OF CONSUMING FIRE 
  2nd-level evocation
  Casting Time: 1 action 
  Range: Self
  Components: V, S, M (a dead coal or a fistful of ashes) 
  Duration: Concentration, up to 1 minute
  This spell wreathes you in cold, purple fire that 
  damages creatures near you. You take 3 (1d6) cold 
  damage each round for the duration of the spell. 
  Creatures within 5 feet of you when you cast the spell, 
  and at the start of your turns while the spell is in effect, 
  take 4 (1d8) cold damage.
  At Higher Levels. When you cast this spell using 
  a slot of 3rd level, the radius of the spell extends to 
  10 feet, damage to you is 4 (1d8) cold damage, and 
  damage to other creatures is 5 (1d10 )cold damage. 
  When you cast this spell using a slot of 4th level, the 
  radius of the spell extends to 15 feet, damage to you is 
  5 (1d10) cold damage, and damage to other creatures 
  is 6 (1d12) cold damage. When you cast this spell using 
  a slot of 5th level, the radius of the spell extends to 
  20 feet, damage to you is 6 (1d12) cold damage, and 
  damage to other creatures is 10 (1d20) cold damage.
  DOOM OF THE CRACKED SHIELD 
  1st-level transmutation 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S
  Duration: Until expended
  Doom of the cracked shield is cast on a melee weapon. The 
  next time that weapon is used, it destroys the target's 
  nonmagical shield or damages nonmagical armor, in 
  addition to the normal effects of the attack. If the foe 
  is using a nonmagical shield, it crumbles into sawdust 
  and rust. If the foe doesn't use a shield, its nonmagical 
  armor is permanently reduced in effectiveness by 2 
  points. If the target doesn't use armor or a shield, the 
  spell is expended with no effect. 
  DOOM OF DANCING BLADES 
  3rd-level illusion 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S 
  Duration: Concentration, up to 1 hour
  When you cast doom of dancing blades, you create 1d4 
  illusory copies of your weapon that float in the air 5 
  feet from you. These images move with you, spinning, 
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  12
  shifting, and mimicking your attacks. When you are 
  hit by a melee attack but the attack roll was within 3 
  of your armor class, one illusory weapon parries the 
  attack; you take no damage and the illusory weapon is 
  destroyed. When you are hit by a melee attack that an 
  illusory weapon can't parry (the attack roll succeeds 
  by 4 or more), you take only half damage from the 
  attack and an illusory weapon is destroyed. Spells and 
  effects that don't require an attack roll or that affect 
  an area affect you normally and don't destroy any 
  illusory weapons.
  If you make a melee attack that scores a critical hit 
  while doom of dancing blades is in effect on you, all your 
  illusory dancing blades also strike the target and do 
  1d8 bludgeoning, piercing, or slashing damage (your 
  choice) each. 
  An attacker must be able to see the illusory weapons 
  to be affected. The spell has no effect if you are 
  invisible or in total darkness, or on blind creatures. 
  DOOM OF DISENCHANTMENT 
  3rd-level abjuration 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S 
  Duration: Concentration, up to 5 rounds
  When you cast doom of disenchantment, your armor 
  and shield glow with unholy light. When a creature 
  hits you with an attack, the spell counters any 
  augmenting magic granting the attack a bonus to hit 
  (but not advantage) or bonus damage. For example, 
  a +1 weapon would still be considered magical but 
  it gets neither +1 to hit nor damage against a target 
  under a doom of disenchantment. The doom also 
  momentarily suppresses other magical abilities or 
  spell-like abilities of the attack. A sword of wounding, 
  for example, can't cause ongoing wounds on you and 
  you recover hit points normally. If the attack was a 
  spell or spell-like ability, it's affected as if you'd cast 
  counterspell, using Charisma as your spellcasting 
  ability. Spells with a duration of instantaneous, 
  however, are unaffected.
  DOOM OF THE EARTHEN MAW 
  4th-level evocation 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: 10 rounds 
  The ground within 30 feet of the point you designate 
  turns into filthy and slippery muck, so that those 
  in the area sink down to a watery death. This spell 
  affects sand, earth, mud, or ice, but not stone, wood, 
  or other material. For the duration, the ground in the 
  affected area is difficult terrain. A creature in the area 
  when you cast the spell must succeed on a Strength 
  saving throw or be restrained by the mud until the 
  spell ends. A restrained creature can free itself by 
  using an action to make a successful Strength saving 
  throw. Creatures that free themselves or that enter 
  the area after the spell was cast are affected by the 
  difficult terrain but don't become restrained.
  Each round, a restrained creature sinks deeper 
  into the muck. A Medium or smaller creature that 
  is restrained for 3 rounds becomes completely 
  submerged at the end of its third turn. A Large 
  creature becomes submerged after 4 rounds. 
  Submerged creatures begin suffocating if they 
  aren't holding their breath. Creatures that are still 
  submerged when the spell expires are sealed beneath 
  the newly-solid ground. At that point, they can escape 
  only if someone else digs them out or they have a 
  burrowing speed.
  DOOM OF SERPENT COILS 
  4th-level necromancy
  Casting Time: 1 action 
  Range: Self
  Components: V, S, M (vial of poison) 
  Duration: Instantaneous
  You drink a dose of venom or other poison and 
  through the unholy power of your dark god, you 
  spread the effect to other living things around you. 
  If the poison normally allows a saving throw, you fail 
  it automatically. You suffer the effect of the poison 
  normally before spreading the poison to all other 
  living creatures within 10 feet of you. Instead of 
  making the usual saving throw against the poison, 
  creatures around you make a Constitution saving 
  throw against the spell. A target whose saving throw 
  succeeds suffers no damage or other effect from the 
  poison and is immune to further castings of doom of 
  serpent coils for 24 hours. Targets that fail the saving 
  throw don't take the poison's usual effect; instead, 
  they take 14 (4d6) poison damage and are poisoned. 
  While poisoned this way, a creature repeats the saving 
  throw at the end of its turn. On a failure, it takes 
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  Deep Magic Blood and Doom
  14 (4d6) poison damage and is still poisoned. On a 
  success, it's no longer poisoned and it's immune to 
  further castings of doom of serpent coils for 24 hours. 
  Multiple castings of doom of serpent coils have no 
  additional effect against creatures that are already 
  poisoned by it. The effect can also be ended by 
  protection from poison or comparable magic.
  DOOM OF THE SLIPPERY ROGUE
  2nd-level conjuration
  Casting Time: 1 action
  Range: 40 feet
  Components: V, S, M (bacon fat)
  Duration: 1 minute
  A doom of the slippery rogue spell covers a 
  20-foot-by-20-foot area of wall or floor with a thin 
  coating of bacon fat or similar grease. Climbers 
  must make a successful DC 20 Strength (Athletics) 
  check or immediately fall from the surface unless 
  they're held in place by ropes or other climbing gear. 
  A creature standing on an affected floor falls prone 
  unless it makes a successful Dexterity saving throw. 
  Movementt through the affected area is done at half 
  speed (this is cumulative with the usual halving for 
  climbing), and any movement must be accompanied 
  by a Dexterity (walking) or Strength (climbing) 
  saving throw. If the saving throw fails, the moving 
  creature falls.
  EXSANGUINATING CLOUD 
  5th-level necromancy
  Casting Time: 1 action 
  Range: 100 feet
  Components: V, S 
  Duration: Concentration, up to 5 minutes
  When you cast this spell, a rose-colored 
  mist billows up from the spot you 
  indicate within range, obscuring 
  sight and draining blood from living 
  creatures. The cloud spreads around 
  corners. It lasts for the duration or 
  until strong wind disperses it, ending 
  the spell. Its area is heavily obscured. 
  This cloud leeches the blood or 
  similar fluid from creatures in the 
  area. It doesn't affect undead or 
  constructs. Any creature in the cloud 
  when it's created or at the start of your 
  turn takes 21 (6d6) necrotic damage and 
  gains one level of exhaustion; a successful 
  Constitution saving throw halves the 
  damage and prevents gaining exhaustion. 
  HOBBLE MOUNT 
  1st-level necromancy 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: Concentration, up to 1 hour
  When you cast hobble mount as a successful melee spell 
  attack against a horse, wolf, or other four-legged or 
  two-legged beast being ridden as a mount, that beast 
  is disabled so that it can’t move at its normal speed 
  without incurring injury. An affected creature that 
  moves more than half its base speed in a turn takes 
  2d6 bludgeoning damage.
  This spell has no effect on a creature that your GM 
  deems to not be a mount.
  At Higher Levels. When you cast this spell using a 
  spell slot of 2nd level or higher, the damage increases 
  by 2d6 for each slot level above 1st.
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  HONE BLADE 
  1st-level transmutation 
  Casting Time: 1 action 
  Range: Touch
  Components: V, S, M (a small whetstone or 
  lodestone chip) 
  Duration: Until expended
  You magically sharpen the edge of any bladed weapon 
  or object. The target weapon gets +1 to damage on its 
  next successful hit. 
  MEMENTO MORI 
  1st-level necromancy 
  Casting Time: 1 action 
  Range: Self
  Components: V, S
  Duration: 1 round 
  You transform yourself into a horrifying vision of 
  death, rotted and crawling with maggots, exuding the 
  stench of the grave. All creatures that see you must 
  succeed on a Charisma saving throw or be stunned 
  until the end of your next turn. 
  A creature that succeeds on the saving throw is 
  immune to further castings of this spell for 24 hours.
  SANGUINE HORROR
  5th-level conjuration 
  Casting Time: 1 action
  Range: 5 feet 
  Components: V, S, M (a miniature dagger) 
  Duration: Concentration, up to 1 hour
  When you cast this spell, you prick 
  yourself with the focus, taking 1 piercing 
  damage. The spell fails if this damage 
  is prevented or negated in any way. 
  From the drop of blood, you conjure 
  a blood elemental. The blood 
  elemental is friendly to you and 
  your companions for the duration. 
  It disappears when it's reduced to 0 
  hit points or when the spell ends. 
  Roll initiative for the elemental, 
  which has its own turns. It obeys 
  verbal commands from you (no 
  action required by you). If you 
  don't issue any commands to the 
  blood elemental, it defends itself 
  but otherwise takes no actions. If 
  your concentration is broken, 
  the blood elemental doesn't 
  disappear, but you lose 
  control of it and it 
  becomes hostile to you and your companions. An 
  uncontrolled blood elemental cannot be dismissed by 
  you, and it disappears 1 hour after you summoned it. 
  See “New Monsters” for details on the blood 
  elemental.
  ST. BLUSEN'S REAVER SPIRIT 
  3rd-level enchantment
  Casting Time: 1 action 
  Range: 30 feet
  Components: V, S 
  Duration: Concentration, up to 1 minute
  You inspire allies to fight with the  savagery of 
  berserkers. You and allies you can see within range 
  have: advantage on Strength checks and Strength 
  saving throws; resistance to bludgeoning, piercing, 
  and slashing damage from nonmagical weapons; and 
  a +2 bonus to damage with melee weapons. 
  When the spell ends, all affected creatures must 
  succeed on a Constitution saving throw or gain 1d4 
  levels of exhaustion.
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  Deep Magic Blood and Doom
  At Higher Levels. When you cast this spell using 
  a spell slot of 3rd level or higher, the melee damage 
  bonus increases by 1 for each slot level above 2nd.
  ST. PARVALAS'S RISEN ROAD 
  4th-level transmutation 
  Casting Time: 1 minute
  Range: 50 miles
  Components: V, S, M (a bentwood stick) 
  Duration: 2-12 hours
  When you cast this spell, you open a glowing portal 
  into the plane of shadow. The portal remains open for 
  1 minute, until 10 creatures step through it, or until 
  you collapse it (no action required). Stepping through 
  the portal places you on a shadow road leading to a 
  destination within 50 miles, or in a direction specified 
  by you. The road is in ideal condition. You and your 
  companions can travel it safely at a normal pace, but 
  you can't rest on the road; if you stop for more than 10 
  minutes, the spell expires and dumps you back into 
  the real world at a random spot within 10 miles of 
  your starting point. 
  The spell expires 2d6 hours after being cast. 
  When that happens, travelers on the road are safely 
  deposited near their specified destination or 50 miles 
  from their starting point in the direction that was 
  specified when the spell was cast. Travelers never incur 
  exhaustion no matter how many hours they spent 
  walking or riding on the shadow road. The temporary 
  shadow road ceases to exist; anything left behind is 
  lost in the shadow realm. Each casting of  
  St. Parvalas's risen road creates a new shadow road. 
  A small chance exists that a temporary shadow 
  road might intersect with an existing shadow road, 
  opening the possibility for meeting other travelers or 
  monsters, or for choosing a different destination mid-
  journey. The likelihood is entirely up to the GM. See 
  the Midgard Campaign Setting for further details on 
  shadow roads.
  ST. WHITESKULL'S BORROWING
  3rd-level necromancy 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (a polished vampire’s fang) 
  Duration: 1 minute
  By touching a target, you gain one sense, movement 
  type and speed, feat, language, immunity, or 
  extraordinary ability of the target for the duration 
  of the spell. The target also retains the use of the 
  borrowed ability. An unwilling target prevents the 
  effect with a successful Constitution saving throw. 
  The target can be a living creature or one that's been 
  dead no longer than 1 minute; a corpse makes no 
  saving throw. You can possess only one borrowed 
  power at a time. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 5th level, its duration increases to 1 hour. 
  Additionally, the target loses the stolen power for the 
  duration of the spell.
  SHROUD OF DEATH 
  4th-level necromancy 
  Casting Time: 1 action 
  Range: Self
  Components: V, S, M (a piece of ice) 
  Duration: Concentration, up to 10 rounds
  You call up a black veil of necrotic energy that devours 
  the living. You draw on the life energy of all living 
  creatures within 30 feet of you that you can see. When 
  you cast the spell, every living creature within 30 feet 
  of you that you can see takes 1 necrotic damage, and 
  all those hit points transfer to you as temporary hit 
  points. The transfer increases to 2 points per creature 
  at the start of your second turn with the spell, 3 per 
  creature at the start of your third turn, and so on. All 
  living creatures you can see within 30 feet of you at 
  the start of your turns are affected. There is no saving 
  throw; creatures can avoid the effect by moving more 
  than 30 feet from you or by getting out of your line of 
  sight, but they become susceptible again if they move 
  back into the spell's area of effect. The temporary hit 
  points last until the spell expires.
  STANCH 
  1st-level transmutation
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: 1 hour
  The target’s blood coagulates rapidly, so that a 
  dying target stabilizes and any ongoing bleeding or 
  wounding effect on the target ends. The target can't be 
  the source of blood for any spell or effect that requires 
  even a drop of blood.
  STRENGTH OF THE UNDERWORLD 
  3rd-level necromancy 
  Casting Time: 1 action 
  Range: Touch
  Components: V, S, M (unholy symbol of a deity of  
  the dead)
  Duration: 1 minute
  You call on the power of the dark gods of the afterlife 
  to strengthen the target's undead energy. The spell's 
  target has advantage on saving throws against Turn 
  Undead while the spell lasts.
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  If this spell is cast on a corpse that died from 
  darakhul fever, the corpse gains a +5 bonus on its roll 
  to determine whether it rises as a darakhul (see the 
  darakhul entry in Tome of Beasts).
  TIMELY DISTRACTION 
  2nd-level evocation
  Casting Time: 1 action 
  Range: 25 feet 
  Components: V, S, M (a handful of sand or dirt 
  thrown in the air) 
  Duration: 3 rounds
  You call forth a swirling, crackling wave of constantly 
  shifting pops, flashes, and swept-up debris. This chaos 
  can confound one creature. If the target creature fails 
  a Wisdom saving throw, roll 1d4 and consult the table 
  below to determine the result. An affected creature 
  repeats the saving throw at the end of its turn, ending 
  the effect on a success. Otherwise, the spell expires 
  after 3 rounds.
  1d4 Effect 
  1  
  Blinded 
  2  
  Stunned 
  3  
  Deafened 
  4  
  Prone
  VISAGE OF MADNESS 
  4th-level enchantment 
  Casting Time: 1 action 
  Range: Self
  Components: V, S 
  Duration: Instantaneous
  When you cast this spell, your face momentarily 
  becomes that of a demon lord, frightful enough to 
  drive enemies mad. Every foe that's within 30 feet of 
  you and that sees you must make a Wisdom saving 
  throw. A creature that fails claws savagely at its 
  eyes, doing (1d6  + the creature’s Strength modifier) 
  piercing damage, is stunned until the end of its next 
  turn, and is blinded for 1d4 rounds. A creature that 
  rolls maximum damage against itself (a 6 on the d6) is 
  blinded permanently. 
  VITAL MARK 
  3rd-level transmutation 
  Casting Time: 10 min. 
  Range: Touch 
  Components: V, S 
  Duration: 24 hours 
  You perform a ritual that marks one unattended 
  magic item (including weapons and armor) with 
  a clearly visible stain of your blood. The exact 
  appearance of the bloodstain is up to you. The item’s 
  magical abilities don't function for anyone else as 
  long as the bloodstain remains on it. For example, a 
  +1 flaming longsword with a vital mark functions as a 
  nonmagical longsword in the hands of anyone but the 
  caster, but it still functions as a +1 flaming longsword 
  for the caster who placed the bloodstain on it. A wand 
  of magic missiles would be no more than a stick in the 
  hands of anyone but the vital mark's caster. 
  At Higher Levels. When you cast this spell using a 
  spell slot of  4th level or higher on the same item for 
  28 consecutive days, the effect becomes permanent 
  until dispelled.
  VOMIT TENTACLES 
  2nd level transmutation
  Casting Time: 1 action 
  Range: Self
  Components: V, S, M (a piece of a tentacle) 
  Duration: 5 rounds
  Upon casting this spell, your jaws distend and 
  dozens of thin, slimy tentacles emerge from your 
  mouth to grasp and bind your opponents. Make 
  a melee spell attack against a foe within 15 feet of 
  you. On a hit the target takes (2d6 + your Strength 
  modifier) bludgeoning damage and is grappled 
  (escape DC = your spell save DC). Until this grapple 
  ends, the target is restrained and it takes (2d6 + 
  your Strength modifier) bludgeoning damage at the 
  start of each of your turns. You can grapple only one 
  creature at a time. 
  The tentacles can be attacked to free a grappled 
  opponent. Their armor class equals yours. If they take 
  (5 + your Constitution modifier) slashing damage 
  from a single attack, enough tentacles are severed 
  to free a grappled opponent. Severed tentacles are 
  replaced by new ones at the start of your turn. Damage 
  done to the tentacles doesn't affect your hit points.
  While the spell is in effect, you are incapable of 
  speech and can't cast spells with verbal components. 
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  Deep Magic Blood and Doom
  WEAPON OF BLOOD 
  1st-level transmutation
  Casting Time: 1 action 
  Range: Self
  Components: V, S, M (a pinch of iron shavings) 
  Duration: Concentration, up to 1 hour 
  When you cast this spell, you inflict 1d4 slashing 
  damage on yourself that can't be healed until after 
  the blade created by this spell is destroyed or the spell 
  ends. The trickling blood transforms into a dagger of 
  red metal that functions as a +1 dagger. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level, the self-inflicted wound deals 
  3d4 slashing damage and the spell produces a +2 
  dagger.  When you cast this spell using a spell slot of 
  6th level, the self-inflicted wound deals 6d4 slashing 
  damage and the spell produces a +2 dagger of wounding. 
  When you cast this spell using a spell slot of 9th level, 
  the self-inflicted wound does 9d4 slashing damage 
  and the spell produces a +3 dagger of wounding.
  New Monster: Blood 
  Elemental
  Native to a lake of churning blood on an abyssal plain, 
  blood elementals aren't true elementals, but they 
  share many attributes with them. A blood elemental 
  is a swirling, bubbling, ambulatory glob of blood the 
  size of a hogshead cask. They are drawn to movement 
  and they absorb whatever living creatures they find, 
  increasing their own size and power in the process.  
  BLOOD ELEMENTAL
  Large elemental, neutral 
  Armor Class 14 (natural armor)
  Hit Points 95 (10d10 + 40)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  16 (+3) 13 (+1) 
  18 (+4) 
  5 (–3) 
  10 (+0) 
  5 (–3) 
  Damage Vulnerabilities poison
  Damage Resistances acid, fire; bludgeoning, piercing, and 
  slashing from nonmagical weapons
  Damage Immunities necrotic, psychic
  Condition Immunities exhaustion, grappled, paralyzed, 
  petrified, poisoned, prone, restrained, unconscious
  ELY GUTIERREZ ATHRON - ETGOTHOME@YAHOO.CO.UK - 44971
  
  18
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   Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
   System Reference Document 5.0 Copyright 2016, Wizards of the 
  Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney 
  Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, 
  Chris Sims, and Steve Townshend, based on original material by E. Gary 
  Gygax and Dave Arneson. 
   Deep Magic: Blood and Doom © 2017 Open Design; Author: Chris Harris.
  OPEN GAME LICENSE Version 1.0a
  Senses blindsense 30 ft., passive Perception 10
  Languages Primordial
  Challenge 5 (1 ,800 XP) 
  Liquid Form. The elemental can enter a hostile creature's 
  space and stop there. It can move through a space as 
  narrow as 1 inch wide without squeezing.
  Coagulate. Each time the elemental takes cold damage, its 
  speed is reduced by 10 feet until the end of its next turn.
  Destroyed by Water. If the blood elemental becomes 
  entirely submerged in water, it dissipates and dies instantly.
  ACTIONS
  Multiattack. The elemental makes two slam attacks. 
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 12 (2d8 + 3) bludgeoning damage. 
  Blood Drain (Recharge 4-6). Each creature in the 
  elemental's space must make a DC 15 Constitution saving 
  throw. On a failure, a creature takes 13 (3d6 + 3) necrotic 
  damage and, if it is Large or smaller, it is grappled (escape 
  DC 13). A grappled creature is restrained and unable to 
  breathe. If the saving throw is successful, the creature 
  is pushed out of the elemental's space. The elemental 
  can grapple one Large creature or up to two Medium or 
  smaller creatures at one time. If Blood Drain inflicts 30 
  or more necrotic damage, the elemental grows in size as 
  though affected by an enlarge spell. 
   
  At the start of the elemental's turn, each target 
  grappled by it takes 13 (3d6 + 3) necrotic damage. A 
  creature within 5 feet of the elemental can pull a creature 
  or object out of it by using an action to make a successful 
  DC 15 Strength check.
  ELY GUTIERREZ ATHRON - ETGOTHOME@YAHOO.CO.UK - 44971
  
  AN ADVENTURE 
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  ©2016 Open Design. Kobold Press logo is a trademark 
  of Open Design. 5E bullet is used by kind permission 
  of Sasquatch Game Studio.
  ELY GUTIERREZ ATHRON - ETGOTHOME@YAHOO.CO.UK - 44971
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/5th Edition/Kobold Press/Deep Magic 12 Blood & Doom.pdf