Coven of Blood in Lidoc | World Anvil

Coven of Blood

Blood Component

A blood witch can substitute some of their own blood for a spell’s material components, if any, and in so doing increase the spell’s power. The blood witch makes a minor knife cut to draw the requisite blood as a bonus action that becomes a normal part of casting a spell. They can take 1 damage to simply replace the material components of the spell or they can provide more blood to either increase the spell level or give disadvantage to saving throws against the spell. Damage taken from providing a blood component cannot be reduced.   If a spell has a costly material component (greater than 1 gp), the component must still be provided. If a spell has no material component, a blood witch can still use this ability to enhance a spell they desire.  
Spell Level (Base) Blood Component
1st - 3rd 1d4 damage
4th - 5th 2d4 damage
6th - 8th 3d4 damage
9th 4d4 damage
    Durable Casting A blood witch has a knack for being able to concentrate on casting and maintaining spells despite being in pain while doing so. A blood witch becomes proficient in Constitution saving throws. Additionally, when making a Constitution saving throw to maintain concentration a blood witch subtracts half their witch level (rounded down) from the DC of the save.   Staunch A blood witch automatically becomes stable when their hit points drop to 0. They gain death saving throw failures as normal for taking damage while at 0 hit points, but remain stable.  

Scarification

At 6th level, a blood witch can inscribe spells on their own skin for later use. This process involves deeply scratching the skin (which deals no damage, but often leaves scars). The scratches remain fresh until the inscribed spell is cast, at which time the wound heals normally. Effectively the blood witch creates spell scrolls but they scar them into their flesh as an alternative medium. Creating a spell scroll in this manner takes 1/2 the length of time and 1/10 the cost that it normally takes. Using one's own skin leaves a limited amount of room to easily inscribe and read magical scars, thus, a blood witch can only have 4 of these scars at any one time.  
Spell Level Preparation Time Cost
0th - 1st 1 day ~2.5 gp
2nd - 3rd 3 days ~10 gp
4th - 5th 2.5 weeks ~100 gp
6th - 8th 6 weeks ~1000 gp
9th 3 months ~5000 gp
 

Blood Draught

Starting at 6th level, a blood witch gains the ability to process and use others’ blood to replenish their own blood and stamina. As a bonus action a blood witch can drink at least one ounce of blood from a living or recently deceased creature, and heal as though they had consumed a potion of healing. Blood drank for blood draught has to be drank within 10 minutes of a creature’s death or being taken from a living creature.   Once you use this feature, you must finish a short or long rest before you can use it again.  

Awaken Blood

Starting at 10th level, a blood witch can bestow momentary consciousness on an opponent’s blood. As an action they can make a melee spell attack on a target, if they touch the opponent its blood tries to get free of its confinement – all at once. The pressure disrupts the victim’s tissues, dealing 8d10 points of damage. If the attack misses, the ability is not used and they can attempt it again.   Once you use this feature, you must finish a long rest before you can use it again. Constructs, elementals, oozes, plants, and any creatures without blood or a similar substance in their body are immune to this effect.  

Bloodwalk

At 14th level, a blood witch becomes perfectly attuned to the song of blood. They gain the supernatural ability to transport themselves great distances via the blood of living creatures. As an action that does not provoke opportunity attacks they can seamlessly enter any living creature that has blood or a similar fluid whose size equals or exceeds their own and pass any distance to another living creature on the same plane in a single turn, regardless of the distance separating the two.   A blood witch merely designates a direction and distance (“a living creature twenty miles west of here”), and the bloodwalk instantly transports them as close as possible. They cannot choose a creature to exit from unless they can visually see them or if they have previously obtained a sample of a creature’s blood and preserved it in a vial they carry.   Neither the entry or destination creatures need to be familiar to the blood witch. A blood witch cannot use themselves as an entry point. If an intended entry creature is unwilling then they must succeed on a melee spell attack to enter (a missed attack does not use this ability). When exiting a creature a blood witch chooses an adjacent square in which to appear. Entering and exiting a creature is painless unless the blood witch wishes otherwise, although they often find it surprising and unsettling.   If a blood witch wishes, they can attempt to make a bloody exit from the destination creature’s body. They burst forth explosively from the creature’s body, dealing 10d10 points of damage unless the creature makes a Fortitude save.   When making a bloody exit, a blood witch must succeed on a DC 15 Constitution save or be stunned until the beginning of their next turn from the shock of the experience.   Once a blood witch uses this feature, they must finish a long rest before they can use bloodwalk again.  

Blood Infusion

Upon reaching 18th level, a blood witch prepares a special distillation of their own blood. After partaking of this infusion, your Constitution score increases by 2 and the maximum for this score is now 22. When using Blood Components, Awaken Blood, or Bloodwalk you add your Constitution modifier to your spell save DC (8 + proficiency bonus + your Constitution modifier + your Intelligence modifier).