Blood-Soaked Armament

3rd-level transmutation (hemorrhage)

Classes sorcerer, warlock, wizard

Casting Time 1 action

Range Touch

Components V,S

Duration: Concentration, up to 10 minutes

Hemorrhage Trait A spell with the hemorrhage trait have an effect below the expectations of the spell’s level, but this effect increases if the caster is bleeding when the spell is cast. You are bleeding if you aren’t at a full hit points and you’ve taken piercing or slashing damage in the past hour. The spell description designates these effects with “If you are bleeding…” before presenting the additional effects. To gain greater control of their bleeding, casters who dabble in blood magic often learn the bit of blood cantrip and use it to ensure the steady stream of blood necessary to empower their spells. That such spellcasters would so carelessly spill their own blood for more powerful magic makes them seem reckless in many people’s eyes.

You touch a nonmagical melee weapon. The weapon becomes magically sheathed in a slick film of blood and flicks droplets of blood when swung. The weapon gains an additional effect whenever a creature critically hits with it, based on the type of damage it deals.

  • Bludgeoning: The blood spatters on the creature’s body. For the next minute, or until the blood is washed off with vigorous scrubbing, you can take an action to sense the creature’s location, as long as it is within 1,000 feet of you. If the creature is moving, you know the direction of its movement. If the creature is in a different form, such as being under the effects of a polymorph spell, you can’t locate the creature, and you can’t locate the creature if running water at least 10 feet wide blocks a direct path between you and the creature. If you are bleeding, the duration of this effect increases to 10 minutes.
  • Piercing: The blood injected into the creature’s body with the weapon’s stabbing surface invades its body. The creature must make a Constitution saving throw against your spell save DC or become poisoned for 1 round. If you are bleeding, the creature has disadvantage on this Constitution save.
  • Slashing: The blood keeps the wound from closing or clotting. If the creature has regeneration, the amount of hit points it recovers in the next round is reduced by half. If you are bleeding, instead halve any hit points the creature regains from any source for 1 round.
Section 15: Copyright Notice

Bloodmagic, 5e © 2020, Owen K.C. Stephens; Author: Ron Lundeen. Project manager and

This is not the complete license attribution - see the full license for this page