Blood (v1.5)
Domain overview
Blood is the domain of hemomancy. Those who partake in blood magic use their own life essence to hurt and harm who they please. Blood offers magic that takes great risk, but offers even greater rewards.
Domain card index
| Level | Type | Name | Feature | Recall |
|---|---|---|---|---|
| 1 | Ability | Power Through Pain |
If you have at least one Hit Point marked, you gain a bonus to your damage rolls.
If you have at least one Hit Point marked, you gain a bonus to your damage rolls. The bonus equals twice your number of marked Hit Points. |
1 |
| 1 | Spell | Blood Spike |
Make a Spellcast Roll against a target within Far range.
Make a Spellcast Roll against a target within Far range. On a success, mark a Stress to deal d10 magic damage to the target using your Proficiency. On a success with Hope, the target also marks a Stress. On a roll with Fear, mark a Stress. |
1 |
| 1 | Spell | Lifeblood Talisman |
Mark a Hit Point to conjure a talisman infused with your life essence.
Mark a Hit Point to conjure a talisman infused with your life essence. The talisman appears in your hand, and whoever carries the talisman gains its benefit: Whenever the talisman’s bearer marks 2 or more Hit Points, they can spend a Hope to reduce the number of Hit Points marked by 1. The talisman disappears if you have no Hit Points marked or you use this spell again. |
0 |
| 2 | Spell | Brand of Castigation |
When you deal damage to a creature, mark a Stress to sear a red, magical mark on them.
When you deal damage to a creature, mark a Stress to sear a red, magical mark on them. Until this mark disappears, you always know the direction of the marked creature relative to you, and that creature marks a Stress each time it deals damage to you or an ally of yours within Very Close range of you. The mark disappears when you use this spell again. |
1 |
| 2 | Spell | Vitality Manipulation |
Make a Spellcast Roll against a target within Very Close range.
Make a Spellcast Roll against a target within Very Close range. If you cast this on an ally, make the roll with advantage. On a success, mark a Stress, and choose one of the following effects:
|
0 |
| 3 | Spell | Blood Puppet |
Make a Spellcast Roll against a creature (living or dead) within Far range.
Make a Spellcast Roll against a creature (living or dead) within Far range. On a success, spend a Hope to control the target by causing them to move, attack, or both. If you do both, you choose the order. If you cause the creature to move, they move to a location you choose that’s within Close range of them. If you cause the creature to attack, make a Spellcast Roll against a target within Melee range of them. On a success, deal d10 physical damage using your Proficiency. |
2 |
| 3 | Spell | Burning Blood |
Make a Spellcast Roll (12).
Make a Spellcast Roll (12). On a success, mark a Hit Point as you conjure a bead of blood, which you lob at a point within Far range. A wave of heat fills the area within Very Close range of that point, igniting the internal vitals of those caught within. Each target within the area marks 1 Hit Point. On a success with Hope, each target within the area instead marks 2 Hit Points. |
2 |
| 4 | Spell | Grisly Harpoon |
You launch a harpoon of blood at a location or creature within Far range.
You launch a harpoon of blood at a location or creature within Far range. If the target is a location, make a Spellcast Roll (13). On a success, mark a Stress to pull yourself to a position within Melee range of it. If the target is a creature, make a Spellcast Roll against it. On a success, mark a Stress to deal 3d8 magic damage to the target. You then pull the target straight toward yourself or pull yourself straight toward the target, ending within Melee range of each other. |
1 |
| 4 | Spell | Weave the Flesh |
Once per rest, mark a Hit Point to allow each ally within Close range to clear a Hit Point or a Stress.
Once per rest, mark a Hit Point to allow each ally within Close range to clear a Hit Point or a Stress. You can mark a Stress to allow those allies to clear one of each. |
1 |
| 5 | Spell | Mutual Suffering |
When an attack from a creature causes you to mark one or more Hit Points, you can make a Reaction Roll using your Spellcast trait against the creature.
When an attack from a creature causes you to mark one or more Hit Points, you can make a Reaction Roll using your Spellcast trait against the creature. On a success, the creature marks the same number of Hit Points as you did, and you can’t use this spell again until you finish a rest. |
1 |
| 5 | Spell | Parasite of the Will |
Make a Spellcast Roll against a creature within Very Far range.
Make a Spellcast Roll against a creature within Very Far range. On a success, mark a Hit Point to conjure a tiny magical bloodworm that burrows into the target. On a success with Hope, the target isn’t aware of the worm within. You have advantage on any Presence roll against the target, and whenever they make a roll, you can spend a Hope to give the roll disadvantage. You can destroy the bloodworm to cause the target to mark a Hit Point. |
1 |
| 6 | Spell | Blood Bind |
Make a Spellcast Roll against a target within Far range.
Make a Spellcast Roll against a target within Far range. On a success, mark a Stress as you slow the target’s vitality. The target is temporarily Restrained and temporarily Vulnerable. Each time the target is spotlighted while either of these conditions persists on them, the target takes d10 magic damage using your Proficiency. The spell ends early on the target if you use it again. |
2 |
| 6 | Spell | Vital Ward |
Mark a Hit Point to trace a circle of blood around yourself at Very Close range.
Mark a Hit Point to trace a circle of blood around yourself at Very Close range. While in the circle, you have resistance to your choice of physical or magic damage (choose when you cast the spell). Allies also gain this benefit while in the circle. The circle disappears if you move out of it, mark 2 or more Hit Point, or cast this spell again. |
1 |
| 7 | Ability | Blood-Touched |
When 4 or more of the domain cards in your loadout are from the Blood domain, gain the following benefits: • When you take enough damage to mark 2 or more Hit Points, gain a Hope.
When 4 or more of the domain cards in your loadout are from the Blood domain, gain the following benefits:
|
1 |
| 7 | Spell | Vampiric Strike |
When you make a successful attack roll against an adversary and cause them to mark 2 or more Hit Points, you can spend a Hope to clear a Hit Point or Stress.
When you make a successful attack roll against an adversary and cause them to mark 2 or more Hit Points, you can spend a Hope to clear a Hit Point or Stress. |
2 |
| 8 | Ability | Runic Adrenaline |
Your practice of blood magic has seeped into your bloodstream, enhancing your vitals in moments of urgency.
Your practice of blood magic has seeped into your bloodstream, enhancing your vitals in moments of urgency. When you roll with advantage, use a d8 instead of a d6 as your advantage die if you have 1 or more Hit Points marked. After you make a Strength, an Agility, or a Finesse roll, you can mark a Hit Point to roll 1d8 and add it to the result. |
1 |
| 8 | Spell | Life Leash |
Spend a Hope to allow yourself and a willing ally within Far range to redistribute marked Hit Points between the two of you.
Spend a Hope to allow yourself and a willing ally within Far range to redistribute marked Hit Points between the two of you. You then can’t target that ally again with Life Leash until you finish a rest. |
2 |
| 9 | Spell | Bloodbath |
Once per rest, spend a Hope to unleash waves of blood around yourself.
Once per rest, spend a Hope to unleash waves of blood around yourself. Make a single Spellcast Roll against each adversary within Close range. On a success, a target marks a Hit Point and a Stress. On a failure, a target marks a Stress. Each ally within Close range marks a Stress but clears a Hit Point. |
2 |
| 9 | Spell | Glyph of Hemorrhaging |
Make a Spellcast Roll against a creature within Far range.
Make a Spellcast Roll against a creature within Far range. On a success, mark a Hit Point to sear the target with a magical glyph that lasts until the GM spends 2 Fear to remove it or you take Severe damage. Whenever the target marks any Hit Points while the glyph remains, you can mark a Stress to make them mark an additional Hit Point. |
1 |
| 10 | Ability | Crimson Adamance |
When you would mark your last Hit Point, spend a Hope to mark a Stress instead.
When you would mark your last Hit Point, spend a Hope to mark a Stress instead. |
1 |
| 10 | Spell | Sanguine Feast |
Make a Spellcast Roll against an adversary within Close range.
Make a Spellcast Roll against an adversary within Close range. On a success, spend 2 Hope to mark 1-3 Hit Points, and the target marks twice the number of the Hit Points you marked. If this causes the target to mark their last Hit Point, you can clear the Hit Points you marked to cast this spell. |
2 |
Domain cards

1
Power Through Pain
If you have at least one Hit Point marked, you gain a bonus to your damage rolls. The bonus equals twice your number of marked Hit Points.

1
Blood Spike
Make a Spellcast Roll against a target within Far range. On a success, mark a Stress to deal d10 magic damage to the target using your Proficiency. On a success with Hope, the target also marks a Stress. On a roll with Fear, mark a Stress.

1
Lifeblood Talisman
Mark a Hit Point to conjure a talisman infused with your life essence. The talisman appears in your hand, and whoever carries the talisman gains its benefit: Whenever the talisman’s bearer marks 2 or more Hit Points, they can spend a Hope to reduce the number of Hit Points marked by 1. The talisman disappears if you have no Hit Points marked or you use this spell again.

2
Brand of Castigation
When you deal damage to a creature, mark a Stress to sear a red, magical mark on them. Until this mark disappears, you always know the direction of the marked creature relative to you, and that creature marks a Stress each time it deals damage to you or an ally of yours within Very Close range of you. The mark disappears when you use this spell again.

2
Vitality Manipulation
Make a Spellcast Roll against a target within Very Close range. If you cast this on an ally, make the roll with advantage. On a success, mark a Stress, and choose one of the following effects:
- The target grows calmer and clears a Stress. On a success with Hope, they clear 2 Stress.
- The target grows more anxious and marks a Stress. On a success with Hope, they mark 2 Stress.

3
Blood Puppet
Make a Spellcast Roll against a creature (living or dead) within Far range. On a success, spend a Hope to control the target by causing them to move, attack, or both. If you do both, you choose the order. If you cause the creature to move, they move to a location you choose that’s within Close range of them. If you cause the creature to attack, make a Spellcast Roll against a target within Melee range of them. On a success, deal d10 physical damage using your Proficiency.

3
Burning Blood
Make a Spellcast Roll (12). On a success, mark a Hit Point as you conjure a bead of blood, which you lob at a point within Far range. A wave of heat fills the area within Very Close range of that point, igniting the internal vitals of those caught within. Each target within the area marks 1 Hit Point. On a success with Hope, each target within the area instead marks 2 Hit Points.

4
Grisly Harpoon
You launch a harpoon of blood at a location or creature within Far range. If the target is a location, make a Spellcast Roll (13). On a success, mark a Stress to pull yourself to a position within Melee range of it. If the target is a creature, make a Spellcast Roll against it. On a success, mark a Stress to deal 3d8 magic damage to the target. You then pull the target straight toward yourself or pull yourself straight toward the target, ending within Melee range of each other.

4
Weave the Flesh
Once per rest, mark a Hit Point to allow each ally within Close range to clear a Hit Point or a Stress. You can mark a Stress to allow those allies to clear one of each.

5
Mutual Suffering
When an attack from a creature causes you to mark one or more Hit Points, you can make a Reaction Roll using your Spellcast trait against the creature. On a success, the creature marks the same number of Hit Points as you did, and you can’t use this spell again until you finish a rest.

5
Parasite of the Will
Make a Spellcast Roll against a creature within Very Far range. On a success, mark a Hit Point to conjure a tiny magical bloodworm that burrows into the target. On a success with Hope, the target isn’t aware of the worm within.
You have advantage on any Presence roll against the target, and whenever they make a roll, you can spend a Hope to give the roll disadvantage. You can destroy the bloodworm to cause the target to mark a Hit Point.

6
Blood Bind
Make a Spellcast Roll against a target within Far range. On a success, mark a Stress as you slow the target’s vitality. The target is temporarily Restrained and temporarily Vulnerable. Each time the target is spotlighted while either of these conditions persists on them, the target takes d10 magic damage using your Proficiency. The spell ends early on the target if you use it again.

6
Vital Ward
Mark a Hit Point to trace a circle of blood around yourself at Very Close range. While in the circle, you have resistance to your choice of physical or magic damage (choose when you cast the spell). Allies also gain this benefit while in the circle. The circle disappears if you move out of it, mark 2 or more Hit Point, or cast this spell again.

7
Blood-Touched
When 4 or more of the domain cards in your loadout are from the Blood domain, gain the following benefits:
- When you take enough damage to mark 2 or more Hit Points, gain a Hope.
- For every 3 Hit Points you have marked, gain a +1 bonus to your Evasion.

7
Vampiric Strike
When you make a successful attack roll against an adversary and cause them to mark 2 or more Hit Points, you can spend a Hope to clear a Hit Point or Stress.

8
Runic Adrenaline
Your practice of blood magic has seeped into your bloodstream, enhancing your vitals in moments of urgency. When you roll with advantage, use a d8 instead of a d6 as your advantage die if you have 1 or more Hit Points marked.
After you make a Strength, an Agility, or a Finesse roll, you can mark a Hit Point to roll 1d8 and add it to the result.

8
Life Leash
Spend a Hope to allow yourself and a willing ally within Far range to redistribute marked Hit Points between the two of you. You then can’t target that ally again with Life Leash until you finish a rest.

9
Bloodbath
Once per rest, spend a Hope to unleash waves of blood around yourself. Make a single Spellcast Roll against each adversary within Close range. On a success, a target marks a Hit Point and a Stress. On a failure, a target marks a Stress.
Each ally within Close range marks a Stress but clears a Hit Point.

9
Glyph of Hemorrhaging
Make a Spellcast Roll against a creature within Far range. On a success, mark a Hit Point to sear the target with a magical glyph that lasts until the GM spends 2 Fear to remove it or you take Severe damage. Whenever the target marks any Hit Points while the glyph remains, you can mark a Stress to make them mark an additional Hit Point.

10
Crimson Adamance
When you would mark your last Hit Point, spend a Hope to mark a Stress instead.

10
Sanguine Feast
Make a Spellcast Roll against an adversary within Close range. On a success, spend 2 Hope to mark 1-3 Hit Points, and the target marks twice the number of the Hit Points you marked. If this causes the target to mark their last Hit Point, you can clear the Hit Points you marked to cast this spell.
Sanguine Feast
Blood is the domain of hemomancy. Those who partake in blood magic use their own life essence to hurt and harm who they please. Blood offers magic that takes great risk, but offers even greater rewards.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Sanguine Feast Subclasses
No subclasses available.
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Background Questions
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Connections
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Discussion
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