Coven of Red Magic

Within the secretive ranks of the Coven of Red Magic, witches harness the potent and primal force of life itself – blood. These blood mages are adept at weaving their own essence into their spells, creating ominous bloodstones that amplify the power of their arcane arts. Drawing strength from the very essence of their life force, members of this coven can sacrifice their own vitality to cast devastating spells with unrivaled potency.

### Coven Spells

You gain coven spells at the witch levels listed in the Red Coven Spells table. Coven spells are always known, but not always prepared.

Red Coven Spells

 3rd
 5th
 7th
 9th

### Blood Rites

The first item to master in the quest to become a red witch is the creation and utilization of bloodstones. Crystalline yet soft in nature, bloodstones contain drams of swirling magical energy and a healthy amount of blood to fuel casting. Bloodstones prevent a caster from having to use their own blood as a conduit for magic. A number of bloodstones can be crushed equal to a spell's level to cast that spell, so long as you have the ability to cast spells of that level. Additionally, as a reaction when casting a spell, you may crush bloodstones to upcast a spell. The number of bloodstones required is equal to the level of the upcasted spell minus the spell’s level without upcasting.

Starting at 3rd level, at the end of a short or long rest, you may expend hit dice to create bloodstones, siphoning small amounts of your own blood. For each hit die you expend, create 1 bloodstone. You can have up to double your Constitution modifier of bloodstones at a time (minimum 1).

You can also create bloodstones from vials of collected blood during a rest. 1 vial of blood creates 1 bloodstone. This is limited to 1 bloodstone per type of creature’s blood used and 1 vial per creature. Some types of creature blood are magical in nature and have different effects on spells cast.

### Red Magic Enhanced

At 6th level, your Witchcraft is bolstered by your red witch magic. Depending on your chosen Witchcraft, you gain one of the following:

* Red Familiar Focus: Your familiar can take on the form of a stirge. Additionally, you may use your bonus action within 5 feet of your familiar to kill it and create a bloodstone with the blood of the most recent creature your familiar used the Blood Drain feature on once per short rest.
* Red Potion Focus: You can create a 3rd potion and when a creature drinks a potion of yours, they regain a 1st, 2nd, or 3rd level spell slot.
* Red Rune Focus: You can create a 3rd rune and gain the following option for rune creation:
	+ Rune of Exsanguination: Creatures other than you that you choose within 5 feet of this rune when you use a bloodstone gain a surge of energy. When that creature casts a spell in the next minute, they may treat that spell as if it was upcast 1 level as long as they have the ability to cast spells of that upcast level.

### Hemophilia

Whenever a creature you have hexed takes damage, that creature takes an extra 1d6 necrotic damage. Additionally, whenever a creature you have hexed gains hit points, it gains an extra 1d6 hit points.

### Born of Blood

At 14th level, you learn the create homunculus spell and it counts as a Witch Spell for you. The spell doesn't count against your number of spells known. When you cast create homunculus, the spell gains additional effects:

* Creating bloodstones using hit dice counts as spending hit dice to increase the homunculus’s hit point maximum and current hit points without the reduction of your own hit points.