Blood Priest (5e Class)

## **The Blood Priest**

*"Blood runs thicker than water. It just makes sense that blood would be more powerful than water, as well."*

*-Saun Ruile, elven blood priest*

A pale and sickly looking man is on the floor of the inside of a cathedral, surrounded by orcs that have come to destroy him and the cathedral. As one of the orcs rushes up to decapitate him with a greataxe, the man quickly slashes his own arm, with the blood lashing out to grab the orc, ripping his head off like a tentacle. The man continues to open gashes on his body, his life force spilling out of him like great waterfalls, as the orcs are cut down one by one.

An attractive woman with snow-white pale skin and glowing red eyes, wearing a black and gold dress, dances with a blue-suited human noble on a balcony, the full moon illuminating them both. The woman pulls the man close to whisper sweet words into his ear, only to bite into his neck and drain him of his essence, killing him in a moment. The woman laughs to herself, dropping the man and leaping down the balcony, slowly levitating down to the bottom.

In the dead of night, packs of vampire spawn are all fleeing, their master having abandoned them. A man glowing a powerful gold color, wearing a dark outfit and wielding a cross in one hand, chases after them, the slowest of the vampires burning to ashes as he gains on them all. Eventually, when dawn arrives, the man has slain them all, the only scars on him already beginning to heal.

Manipulators of the one force that almost all life shares, the liquid that lets us all stay alive; blood. That is who these people are, and they are known as blood priests, due to their grouping in churches, cathedrals, and many of them seeing blood as something important enough to treat it religiously. Where one blood priest lies, typically a vampire or another blood priest follows, as they understand their frailty can be compensated for by having larger numbers.

### **Self-Mutilation**

Blood priests usually wear clothing or armor that is easy enough to pull off, so they may quickly gain access to their own flesh and tear through it, allowing them to cast their spells quickly. Due to how often they do this, blood priests usually have become dulled to pain, with some of them going so far as to not even be affected by physical torture at all.

### **Forbidden Magic**

In almost all cultures, blood magic is seen as something that is dark and to be feared, with most cities not allowing those whom they know practice blood magic enter their walls. Most blood priests mingle among other religious figures, such as clerics, and may study as clerics to learn enough divine magic to pass as one if they need to.

## **Creating a Blood Priest**

When creating a blood priest character, think about what caused your character to discover their affinity for blood magic. Was your character related to a blood priest that taught them their ways? Did the church that your blood priest is part of raise your character? How has your character learned to not react to pain as harshly-if they even have? See if your campaign world has any well-known churches of blood priests.

### **Quick Build**

You can make a Blood Priest quickly by following these suggestions. First, put your highest ability score in Wisdom, followed by Constitution. Second, choose the acolyte or haunted background. Finally, choose a scimitar, studded leather, and a scholar's pack.

## **Class Features**

As a Blood Priest you gain the following class features.

Hit Points
**Hit Dice:** 1d10 per Blood Priest level

**Hit Points at 1st Level:** 10 + Constitution modifier

**Hit Points at Higher Levels:** 1d10 (or 6) + Constitution modifier per Blood Priest level after 1st

Proficiencies
**Armor:** Light armor

**Weapons:** Simple weapons, shortswords, scimitars

**Tools:** None

**Saving Throws:** Constitution, Charisma

**Skills:** Choose two from Arcana, Athletics, Deception, History, Intimidation, Medicine, and Religion

Equipment
You start with the following equipment, in addition to the equipment granted by your background:

* (*a*) a scimitar or (*b*) a simple weapon
* (*a*) studded leather or (*b*) leather armor, a shortbow & 20 arrows
* (*a*) a scholar's pack or (*b*) an explorer's pack
* a dagger

### **Blood Magic**

Your spells comes from channeling magic through your own life force, giving it form.

#### Cantrips

At 1st level, you know three cantrips of your choice from the blood priest spell list. You learn additional blood priest cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Blood Priest table.

#### Blood Pool

You can use a slashing or piercing weapon to gain blood magic points. As a bonus action, you can use the weapon to injure yourself and convert the damage you take into blood for your blood pool. You deal 1d10 slashing or piercing damage to yourself and you gain blood equal to the amount of damage taken. This damage cannot be mitigated in any way, and if you have temporary hit points, this damage ignores it. You can choose to increase the self damage dealt by any number of d10, to a maximum equal to half your blood priest level (min 1). You cannot have more than your maximum blood pool, and any blood in your blood pool dissipates 1 minute after it has been added to it.

#### Preparing and Casting Spells

The Blood Priest table shows the maximum spell slot level you can cast your spells at. To cast one of these spells, you must expend blood from your blood pool equal to twice the spell slot level or higher. You prepare the list of blood priest spells that are available for you to cast, choosing from the blood priest spell list. When you do so, choose a number of blood priest spells equal to your Wisdom modifier + your blood priest level (minimum of one spell). The spells must be of a level equal to or less than your maximum spell level. For example, if you are a 4th-level blood priest, you can cast spells up to 2nd level. With a Wisdom of 16, your list of prepared spells can include seven spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell *inflict wounds*, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of blood priest spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list.

#### Spellcasting Ability

Wisdom is your spellcasting ability for your blood priest spells. The power of your spells comes from your connection to your own body. You use your Wisdom whenever a blood priest spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a blood priest spell you cast and when making an attack roll with one.

* **Spell save DC =** 8 + your proficiency bonus + your Wisdom modifier
* **Spell attack modifier =** your proficiency bonus + your Wisdom modifer

#### Ritual Casting

You can cast a blood priest spell as a ritual if that spell has the ritual tag and you have the spell prepared.

#### Spellcasting Focus

You can use any weapon you are proficient with that deals slashing or piercing damage as a spellcasting focus for your blood priest spells.

### **Crimson Shield**

The arcane forces that you conjure up when you remove blood from yourself protect you with a minor barrier of magic. When you deal damage to yourself to add blood to your blood pool, you gain temporary hit points equal to your Wisdom modifier (min 1).

### **Red Church**

Starting at 2nd level, you choose to align yourself with a church of blood priests similar to yourself. Choose from the Church of Necromancy, Church of Power, the Church of Vampirism, and the Excommunicated, all featured at the bottom of this class description. Your choice grants you features at 2nd, 6th, 9th, and 15th levels.

#### Church Spells

Each church has a list of spells—its church spells—that are added to the list of blood priest spells you can prepare.

### **Flesh Brand**

Beginning at 3rd level, marks and other distortions of your body appear on your flesh, empowering you from all of your manipulation of blood. You gain one flesh brand of your choice. Your flesh brand options are detailed at the end of the class description. When you gain certain blood priest levels, you gain additional flesh brands of your choice, as shown in the Brands column of the Blood Priest table.

Additionally, when you gain a level in this class, you can choose one of the flesh brands you know and replace it with another flesh brand that you could learn at that level.

### **Ability Score Increase**

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

### **Dark Life**

At 5th level, your life force is under your control, only letting you fall when you choose. When you would be reduced to 0 hit points or fewer but not slain outright, you can expend blood equal to your blood priest level. You are reduced to 1 hit point, instead. You can´t do that again until you finish a short rest.

### **Improved Flesh Brand**

By 11th level, your control over your body has increased even more, letting you manipulate the brands on your form. After you take a long rest, you can choose one of your flesh brands you know: that flesh brand becomes it's Improved Flesh Brand version. You can change this selection after a long rest.

At 18th level, you choose two flesh brands instead of one.

### **Bleeding Critical**

Starting at 14th level, blood is collected by you from your strongest hits. When you score a critical hit with a weapon attack or blood priest cantrip, you gain blood equal to half of the damage dealt.

### **Improved Crimson Shield**

Beginning at 17th level, the temporary hit points from your Crimson Shield feature are equal to your blood priest level, instead.

### **Sanguine Fountain**

At 20th level, blood flows through you even without it seeming to be anywhere. When you roll initiative and have no blood in your blood pool, you gain 12 blood.

## **Flesh Brands**

If a flesh brand has prerequisites, you must meet them to learn it. You can learn the flesh brand at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. Flesh brands typically give some mark of how they look on you, such as Eyes of Demons changing your eyes to be pure red or black, or Troll's Skin making your skin a rubbery green.

### **Blood Drain**

As an action, you can draw blood from a willing creature, dealing damage to them instead of you.

##### **Improved Flesh Brand**

You can also draw blood from unconscious creatures, regardless of if they are willing or not.

### **Dance of the Dead**

When you deal necrotic damage with a blood priest spell or cantrip, you add your Wisdom modifier to one damage roll of it.

##### **Improved Flesh Brand**

Necrotic damage dealt by your blood priest spells and cantrips ignores resistance to necrotic damage, and treats necrotic immunity as resistance.

### **Dragon Scales**

Your armor class is equal to 13 + your Dexterity modifier while not wearing armor. You can wield a shield and still benefit from this.

##### **Improved Flesh Brand**

You gain resistance to one damage type from the following; acid, fire, cold, lightning, poison. You can change this selection after a long rest.

### **Eyes of Demons**

You can see normally in darkness up to 60 feet.

##### **Improved Flesh Brand**

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

### **Red Chains**

When you try to grapple a creature, you can substitute your Strength modifier for your Wisdom modifier.

##### **Improved Flesh Brand**

You have advantage on checks made to grapple creatures.

### **Troll's Skin**

As an action, you can expend blood to heal yourself. Each point of blood you expend heals one hit point.

##### **Improved Flesh Brand**

You can use Troll's Skin as a bonus action.

### **Vengeful Valkyrie**

When you are attacked, you can use your reaction to cast one cantrip on the attacker.

##### **Improved Flesh Brand**

The first time you do this in a round, it does not use your reaction.

### **Wraith Whispers**

You can speak with any creature that's undead and can understand a language, as if you shared a language.

##### **Improved Flesh Brand**

You can cast *dominate monster* on an undead creature by expending 16 blood. After casting *dominate monster* in this way, you must take a long rest before you do so again.

## **Church of Necromancy**

A giant humanoid made of flesh, bone, and blood, with pale grey rotted flesh. This undead abomination is known as a grave titan, and it is commanded by a blood priest from the Church of Necromancy. While blood magic is too unstable to command entire armies of the dead, it still is able to make one corpse become a powerful undying servant.

### **Church Spells**

Your church lets you choose from an expanded list of spells when you learn a blood priest spell. The following spells are added to the blood priest spell list for you.

### **Undead** **Minion**

Starting at 2nd level when you join this church, you learn how to use your magic to turn a corpse into a minion. With 8 hours of work and the expenditure of 50 gp worth of rare oils and incenses, you call forth a spirit from beyond the veil to possess the corpse of a medium humanoid. This monster uses the statistics for a zombie. When complete, your undead minion awakens and gains all the benefits of your Minion’s Bond ability. You can have only one undead minion at a time. If your undead minion is ever slain, the magical bond you share allows you to return it to unlife. With 8 hours of work and the expenditure of a further 25 gp worth of material components, you recall your minion’s spirit and use your magic to create a new body for it. You can return an undead minion to unlife in this manner even if you do not possess any part of its corpse.
 If you use this ability to return a former undead minion to unlife while you have a current undead minion, your current minion crumbles to dust and is replaced by the restored companion.

### **Minion's Bond**

Your undead minion gains a variety of benefits while it is linked to you. The minion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your minion acts on its own.
 Your undead minion has abilities and game statistics determined in part by your level. Your minion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, a undead minion also adds its proficiency bonus to its damage rolls and armor class. The undead minion is immune to effects that would turn or destroy undead, thanks to the strength of their connection to you.↵ Your undead minion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws.↵ For each level you gain after 2nd, your minion gains an additional hit die and increases its hit points accordingly.↵ Whenever you gain the Ability Score Improvement class feature, your minion’s abilities also improve. Your minion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your minion can’t increase an ability score above 20 using this feature. Your minion shares your alignment, and you are free to determine its personality traits and flaws. Your minion shares your ideal and its bond is always: “I will forever serve the priest that gave me a new purpose.”

### **Rot Strike**

At 6th level, you can channel blood through your undead minion to empower it. When your undead minion hits a creature with a melee weapon attack, you can expend blood to have it deal bonus necrotic damage as well as the damage from the weapon attack. The damage is equal to 1d8 necrotic for each 2 blood you expend, to a maximum of 5d8.

### **Grave Titan**

Beginning at 9th level, your undead minion grows in size, becoming more powerful. Your undead minion is permanently affected by the enlarge effect of the *enlarge/reduce* spell, which cannot be dispelled.

### **Death Knight**

By 17th level, your undead minion has become empowered to be a powerful warrior. Your undead minion's base walking speed increases by 20 feet, and it gains proficiency in simple and martial weapons.

## **Church of Power**

Revelling in the blood of not only themselves, but also their enemies, blood priests of the Church of Power take on a more martial perspective on their crimson arts, blessing their weaponry with the might of their own blood. Names for these churches typically refer to powerful beasts and senses of being together, such as the Brotherhood of Arms, the Wolf's Fangs, or the Crimson Templars.

### **Church Spells**

Your church lets you choose from an expanded list of spells when you learn a blood priest spell. The following spells are added to the blood priest spell list for you.

### **Bonus Proficiencies**

When you join this church, at 2nd level, you gain proficiency in martial weapons, shields and medium armor.

### **Crimson Arts**

Additionally, at 2nd level, you can expend blood to improve the way you fight, when you fight. You must expend this blood at the start of your turn.

* **2 Blood: Bleeding Slam =** When you hit a creature with a melee weapon attack until the start of your next turn, they must make a Strength saving throw. On a failed saving throw, the creature is forced 10 feet away from you.
* **4 Blood: Lifetaker =** The first time you deal damage to a creature with a melee weapon attack until the start of your next turn, they take an additional 2d8 necrotic damage.
* **6 Blood: Vampiric Swiftness =** Until the end of your current turn, all opportunity attacks have disadvantage on you.

### **Extra Attack**

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

### **War Hemomancy**

Starting at 9th level, when you use your action to cast a spell or cantrip through blood magic, you can use your bonus action to make one weapon attack.

### **Slay**

By 17th level, you have learned how to properly bring a creature to death. When you hit a creature with a melee weapon attack, you can force it to make a Constitution saving throw. On a failed saving throw, the creature instantly dies. On a successful saving throw, the creature takes 10d10 necrotic damage. Creatures with more than 100 hit points automatically succeed on the saving throw. After using this feature, you must take a long rest before you do so again.

## **Church of Vampirism**

From times long since forgotten, vampires have roamed the world as bloodsucking undead, charming the living and draining their life force. The church you have chosen to join has vampiric power in it, either being led by an actual vampire or just worshiping them. Names for these churches usually reference the nocturnal nature of vampires, or vampires themselves, such as the Night Hunters, the Crimson Kin, or the Strahd Soldiers.

### **Church Spells**

Your church lets you choose from an expanded list of spells when you learn a blood priest spell. The following spells are added to the blood priest spell list for you.

### **Unarmored Defense**

When you join this church, at 2nd level, while not wearing armor or a shield, your AC is equal to 10 + your Dexterity modifier + your Wisdom modifier.

### **Gift of the Night**

Additionally, at 2nd level, as a bonus action you can expend 4 blood to temporarily enter a vampire-like state, for 1 minute. While in this state, you gain the following benefits.

* You cannot see yourself in mirrors, and take 1 acid or radiant damage if you start your turn in running water or sunlight, respectively.
* You are resistant to necrotic damage.
* You gain fangs, which are a natural weapon you are proficient with. They deal 1d8 piercing damage and have the *finesse* and *light* properties.

You can end your vampire-like state early, as a bonus action.

### **Extra Attack**

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

### **Vampiric Shield**

Beginning at 9th level, your dark magic defends you. Your fangs deal an additional 1d8 necrotic damage, and you gain temporary hit points equal to half of the damage dealt with your fangs.

### **Creature of the Night**

By 17th level, your vampirism has become more powerful. When you enter a vampire-like state from your Gift of the Night feature, it lasts until you end it as a bonus action. Additionally, when you die, roll a d20. On an 11 or higher, provided you were not slain by radiant damage, you turn into mist and disappear. You reappear fully healed where your body was at the start of the next night.

## **Excommunicated**

Not connected to any church at all, you merely follow your own path as an excommunicated blood priest. You might have been exiled from a church due to a rival trying to get you removed for their own sake, from your own hideous crimes against your fellow man, or possibly just from choosing to not align with a church.

If a blood priest is removed from their church for any reason, and chooses not to join a new church or attempt to rejoin the one they previously were in, they change their archetype to this one.

### **Church Spells**

Your church lets you choose from an expanded list of spells when you learn a blood priest spell. The following spells are added to the blood priest spell list for you.

### **Rekindled Holiness**

When you become excommunicated, at 2nd level, you gain the ability to use holy symbols as your arcane focus.

### **Hunt the Blood**

Starting at 2nd level, you have learned how to track those who use the same forces over blood as you do. As an action, you can choose to begin hunting those with the power over blood. Until the end of your next turn, you know the location of any creature that can cast blood magic or is any kind of vampire within 60 feet of you that is not behind total cover. You know the creature type of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). You can use this feature a number of times equal to 1 + your Wisdom modifier. When you finish a long rest, you regain all expended uses.

### **Golden Pyre**

Additionally, at 2nd level, you can begin to mark both yourself and another creature with holy fire. As a bonus action, you plunge a blessed weapon or holy symbol into your own flesh, and choose a creature within 60 feet of yourself. The creature must succeed on a Constitution saving throw, or have its life linked with yours, and the blessed weapon or symbol begins to burn you both for 1 minute. At the start of each of your turns, both you and the creature take 1d6 radiant damage. The creature can repeat the saving throw as an action on its turn, ending the effect on a success. After using this feature, you must take a short or long rest before doing so again. At 9th level, you can use this feature twice before you must take a short or long rest.

### **Night's Crusader**

Beginning at 6th level, your body becomes hardy and resilient to your own holy sacrifices, as well as creatures of the night. You gain resistance to radiant damage, cannot have your hit point maximum reduced, and are immune to being given the curse of vampirism.

### **Radiant Heretic**

At 9th level, your holy flames become stronger than before. When you use your Golden Pyre feature, you can choose for the radiant damage to be 2d6 instead of 1d6, which you choose when you initially activate the feature.

### **Fury of the Righteous**

By 17th level, your flames continue to burn brightly as you fight. When you deal damage for the first time on a turn to a creature marked by your Golden Pyre feature, they take an additional 2d6 radiant damage.

## **Blood Priest Spell List**

Spells with an asterisk after their name are new spells, featured at the bottom of this class description.

### **Cantrips**

* Acupuncture\*
* Chill Touch
* Ghoul Claws\*
* Mage Hand
* Minor Illusion
* Shocking Grasp

### **1st Level**

* Bane
* Bat Strike\*
* Burning Hands
* Detect Evil and Good
* False Life
* Identify
* Inflict Wounds
* Protection from Evil and Good
* Sanguine Rip\*
* Torn Flesh\*

### **2nd Level**

* Blindness/Deafness
* Crimson Whip\*
* Darkness
* Gentle Repose
* Protection from Poison
* Scorching Ray
* Silence

### **3rd Level**

* Bloody Shroud\*
* Counterspell
* Dispel Magic
* Fear
* Speak with Dead
* Tongues
* Zombie Bite\*

### **4th Level**

* Blight
* Death Ward
* Fire Shield
* Flesh Shift\*
* Polymorph

### **5th Level**

* Antilife Shell
* Cone of Cold
* Dispel Evil and Good
* Grave Rebirth\*
* Flame Strike

### **6th Level**

* Deathly Gallows\*
* Disintegrate
* Eyebite
* Harm
* Horrid Wound\*
* Sacrifice\*

## **Multiclassing**

**Prerequisites.** To qualify for multiclassing into the Blood Priest class, you must meet these prerequisites: Wisdom 13

**Proficiencies.** When you multiclass into the Blood Priest class, you gain the following proficiencies: simple weapons, scimitars, shortswords, light armor

**Spells.** Like warlocks and their pact magic, Blood Magic only improves from multiclassing when done with other classes that have the Blood Magic feature.

## **New Spells**

**Acupuncture**
Blood fires out of your hand, like a cannon, at a target within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 necrotic damage. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

**Bat Strike**
You create a bat out of magic, and then have it crash into a creature within range. Make a ranged spell attack against a creature within range. On a hit, the target takes 3d6 necrotic damage, and you gain temporary hit points equal to the damage dealt.

**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

**Bloody Shroud**
The drop of blood you use to cast this spell engulfs you, changing your body into a liquid form. For the duration of this spell, you can breathe underwater, gain a swimming speed equal to your walking speed, and you can move through a space as narrow as 1 inch wide without squeezing.

**Crimson Whip**
You evoke a tendril made of blood in your free hand. The tendril is similar in size and shape to a whip and it lasts for the duration. If you let go of the tendril, it disappears, but you can evoke the tendril again as a bonus action.
You can use your action to make a melee spell attack with the blood tendril. On a hit, the target takes 2d6 necrotic damage.

**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

**Deathly Gallows**
You tie a rope around a skull made of gemstones, similarly to a noose, and try to bind the skull to a creature within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration and take 3d8 necrotic damage. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

On your turn, you can use your bonus action to deal 3d8 necrotic damage to the target automatically.

**Flesh Shift**
You touch a creature, and that creature must succeed on a Constitution saving throw or have its flesh horrifically change for the duration of the spell. When you cast this spell, choose the nature of the change from the following options:

* The target's movement speed decreases by 15 feet.
* The target is blinded.
* Whenever the target is hit with a melee attack, it must make a Strength saving throw, or be knocked prone.
* The target is vulnerable to poison damage.

A *greater restoration* spell ends this effect, counting it as a curse. Creatures immune to disease have advantage on the saving throw against this spell.

**At Higher Levels.** If you cast this spell using a spell slot of 5th level or higher, the duration is concentration, up to 1 hour. If you use a spell slot of 6th level or higher, the duration is 8 hours.

**Ghoul Claws**
You change your hands to have sharp claws, which last for the duration. You can use your action to make one melee spell attack with the claws. As well, you may use your ghoul claws to make Opportunity attacks. On a hit, your claws deal 1d8 slashing damage.

You may make additional attacks with your Ghoul Claws as you increase in level: At 5th, two attacks; at 11th, three attacks; and at 17th, 4 attacks.

**Grave Rebirth**
You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms an undead body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so, the spell fails.  The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form. The magic forms an undead body for the creature, instead of a regularly functioning body. The creature's type changes to be undead, although it can still be affected by healing effects that normally ignore undead, is affected by spells that affect humanoids, and is immune to effects that would destroy undead.

**Horrid Wound**
You make a melee spell attack against a creature within your reach using a melee weapon. On a hit, the creature suffers the attack's normal effects, and must make a Constitution saving throw. On a failed saving throw, the creature takes 5d6 slashing damage. The creature takes 5d6 slashing damage at the start of each of its turns, and the creature can repeat this saving throw at the end of each of its turns, ending the effect on a success.

**Sacrifice**
You perform a ritual to sacrifice an unconscious creature to a dark being. If the creature has 100 hit points or fewer, it dies and cannot be resurrected until you are dead. If you die but are later resurrected, the spell does not continue when you come back to life.

**Sanguine Rip**
You try to remove life force from a creature within range. Make a melee spell attack against a creature within your reach. On a hit, the target takes 4d6 piercing damage, and its hit point maximum is reduced by the amount of damage dealt. If this reduces a creature's maximum hit points to 0, it dies.

**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

**Torn Flesh**
You conjure up an illusion of ripping into your own flesh savagely, tearing flesh and bone away in a visceral fashion. Creatures within 30 feet of yourself that can see you when you cast this spell must make a Wisdom saving throw. On a failed saving throw, the creature has disadvantage on saving throws against being frightened by you.

**Zombie Bite**
You temporarily turn parts of yourself into a zombie, and bite a creature within reach. Make a melee spell attack against a creature within your reach. On a hit, the target takes 4d8 piercing damage, and must make a Constitution saving throw. On a failed saving throw, the creature's speed is halved for the duration.

**At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

## EGGY

Oncie Was Here

Meg The Egg