publish: true
aliases:
- Blood Magic
created: 2026-03-09T12:15:33.892-04:00
modified: 2026-03-09T12:15:33.892-04:00
published: 2026-03-09T12:15:33.892-04:00
tags: - ttrpg-cli/compendium/src/5e/valdaspire24
- ttrpg-cli/subclass/witch/blood
cssclasses: - json5e-class
obsidianUIMode: preview
Blood Magic
Witch: Subclass Feature
Source: Valda’s Spire of Secrets (2024)
Class and Feature Progression
Level PB Features 1st +2 2nd +2 3rd +2 Blood Magic 4th +2 5th +3 6th +3 Deathseeker 7th +3 8th +3 9th +4 10th +4 Hemomantic Recovery 11th +4 12th +4 13th +5 14th +5 Sanguine 15th +5 16th +5 17th +6 18th +6 19th +6 20th +6
Fuel Your Curses with Blood
Forbidden by most Witch covens, Blood Magic centers on the use of dark spells and Hexes that draw from the spellcaster’s life essence. It is fundamentally more perilous than other Witch crafts, but its many risks come with copious rewards.
Subclass Features
Blood Spells (Level 3)
When you reach a Witch level specified in the Blood Spells table, you thereafter always have the listed spells prepared.
Blood Spells
| Witch Level | Spells |
|---|---|
| 3 | Acid Arrow, Hex: Blood Curse, Hold Person, Inflict Wounds, Hollowing Curse |
| 5 | Ruby-Eye Curse, Vampiric Touch |
| 7 | Blight, Dominate Beast |
| 9 | Cloudkill, Dominate Person |
| ^blood-spells |
Blood Curse (Level 3)
You gain the Hex: Blood Curse cantrip. This cantrip is exclusive to this subclass.
Novice Hemomancy (Level 3)
You can use a drop of blood in place of a spell’s Material components if those materials aren’t consumed by the spell and don’t have a cost specified.
Arcane Bloodletting (Level 3)
When you cast a spell that has a casting time of an action, you can choose to take 5 Necrotic damage to change the casting time to a Bonus Action for this casting. This damage ignores your Resistance and Immunity, and bypasses your Temporary Hit Points.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a Long Rest.
Deathseeker (Level 6)
You can detect the location of each creature within 60 feet of you that is missing any of its Hit Points and you can see such a creature if it has the Invisible condition. Additionally, you have Advantage on ability checks you make to track any creature that you or your familiar has damaged within the last 24 hours.
Hemomantic Recovery (Level 10)
When you finish a Short Rest, you can perform a blood ritual to expend Hit Point Dice and recover expended level 1-5 spell slots. The cost for each spell slot is given on the Hemomantic Recovery table.
Once you use this feature, you can’t do so again until you finish a Long Rest.
Hemomantic Recovery
| Spell Level | Hit Dice |
|---|---|
| 1 | 2 |
| 2 | 3 |
| 3 | 5 |
| 4 | 6 |
| 5 | 7 |
| ^hemomantic-recovery |
Sanguine (Level 14)
When you cast a spell with a spell slot that deals damage to a creature that is the sole target of your Hex, you can choose to sacrifice your blood for power. You take 5 or more Necrotic damage and the target takes an extra 1d8 Necrotic damage for every 5 Necrotic damage you took, to a maximum of 6d8 Necrotic damage. This damage ignores your Resistance and Immunity, and bypasses your Temporary Hit Points.