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Bloodsong Grimoire
Bloodsong Grimoire
Valley of Worlds
Writing, Formatting, Design, Playtesting
Marián Goldschmied
Artwork and Graphic Design
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of
the Coast LLC and available at
https://dnd.wizards.com/resources/systems-reference-document.
The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at
https://creativecommons.org/licenses/by/4.0/legalcode.
All content outside the System Reference Document (see above) in this game product is property
of Valley of Worlds s.r.o. No portions of this work may be reproduced in any form without written
permission.
3
BARD SPELLS 7th Level
Crimson Tears (Necromancy)
Cantrips Greater Simulacrum (Illusion)
4
4th Level 2nd Level
Blackened Veins (Necromancy) Hematic Infestation (Necromancy)
Scarlet Wings (Necromancy) Hematic Regeneration (Necromancy)
Hemobomb (Evocation)
Purifying Transfusion (Transmutation)
5th Level
Curse of Bloodlust (Enchantment)
Sanguine Deluge (Conjuration) 3rd Level
Standard of the Vampiric Lord (Necromancy) Brand of the Bloodfallen (Necromancy)
Sanguinated Form (Transmutation)
6th Level
Boiling Circulation (Necromancy) 4th Level
Heartstring Puppet (Enchantment)
Blackened Veins (Necromancy)
Hemovivification (Necromancy)
Black Wing Cloud (Conjuration)
Mark of the Bloodsong (Enchantment)
Scarlet Wings (Necromancy)
7th Level
5th Level
Crimson Tears (Necromancy)
Curse of Bloodlust (Enchantment)
Sanguine Deluge (Conjuration)
8th Level
Dome of True Blood (Conjuration) 6th Level
Visions of the Bloodsong (Enchantment)
Boiling Circulation (Necromancy)
Heartstring Puppet (Enchantment)
9th Level Hemovivification (Necromancy)
The Bloodsong: First Verse (Evocation)
7th Level
Crimson Tears (Necromancy)
DRUID SPELLS
9th Level
Cantrips The Bloodsong: First Verse (Evocation)
Arterial Lock (Transmutation)
Minor Transfusion (Necromancy)
Scent of Blood (Transmutation)
1st Level
Blood of the Ancestors (Abjuration)
Blood Tracing (Divination)
Borrowed Life (Necromancy)
Forbidden Fruit (Conjuration)
Written in Blood (Transmutation)
5
PALADIN SPELLS
3rd Level
Brand of the Bloodfallen (Necromancy) SORCERER SPELLS
Life Tether (Abjuration)
6
4th Level 1st Level
Blackened Veins (Necromancy) Blood Tracing (Divination)
Black Wing Cloud (Conjuration) Bloodfire Bolt (Evocation)
Frigid Vessels (Transmutation) Borrowed Life (Necromancy)
Living Blood Barrier (Conjuration) Veinburst (Necromancy)
Scarlet Wings (Necromancy) Written in Blood (Transmutation)
6th Level
Boiling Circulation (Necromancy)
WARLOCK SPELLS Heartstring Puppet (Enchantment)
Hemovivification (Necromancy)
Cantrips
Arterial Lock (Transmutation)
Blood Needle (Evocation)
Minor Transfusion (Transmutation)
Scent of Blood (Transmutation)
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7th Level 3rd Level
Breath of the Blood Dragon (Evocation) Brand of the Bloodfallen (Necromancy)
Crimson Tears (Necromancy) Hemosphere (Necromancy)
Greater Simulacrum (Illusion) Sanguinated Form (Transmutation)
Vital Reservoir (Transmutation)
8th Level
4th Level
Dome of True Blood (Conjuration)
Visions of the Bloodsong (Enchantment) Blackened Veins (Necromancy)
Black Wing Cloud (Conjuration)
Frigid Vessels (Transmutation)
9th Level Living Blood Barrier (Conjuration)
Scarlet Wings (Necromancy)
Bloodweaver’s Wrath (Necromancy)
The Bloodsong: First Verse (Evocation)
5th Level
Curse of Bloodlust (Enchantment)
WIZARD SPELLS Sanguine Deluge (Conjuration)
6th Level
Cantrips
Boiling Circulation (Necromancy)
Arterial Lock (Transmutation) Heartstring Puppet (Enchantment)
Blood Needle (Evocation) Hemovivification (Necromancy)
Scent of Blood (Transmutation) Mark of the Bloodsong (Enchantment)
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Cantrips MINOR TRANSFUSION
Necromancy cantrip
Casting Time: 1 action
ARTERIAL LOCK Range: 30 feet
Transmutation Cantrip Components: V, S
Casting Time: 1 action Duration: Instantaneous
Range: 30 feet Classes: Cleric, Druid, Warlock
Components: V, S You target a strand of blood in a vein of a
Duration: Instantaneous creature you can see within range. The creature
Classes: Bard, Cleric, Druid Sorcerer, Warlock, has to make a Constitution saving throw, or a
Wizard small amount of blood will pierce through the
Choose a creature you can see within range. vein, dealing 1d6 necrotic damage. You can
The creature must make a Constitution saving then guide this blood to yourself or any willing
throw. On a failed save, the target has the blood creature you can see within range, allowing
flow in its limbs temporarily restricted and has them to regain hit points equal to half of the
disadvantage on its next Dexterity saving throw damage caused by this spell. Creatures without
or Dexterity-based check until the start of your blood are immune to the effects of this spell.
next turn. Creatures without blood are immune
to the effects of this spell. SCENT OF BLOOD
Transmutation cantrip
BLOOD NEEDLE Casting Time: 1 action
Evocation cantrip Range: Touch
Casting Time: 1 action Components: V, S
Range: 60 feet Duration: Instantaneous
Components: V, S Classes: Druid, Sorcerer, Warlock, Wizard
Duration: Instantaneous You touch a willing creature, enhancing their
Classes: Bard, Sorcerer, Warlock, Wizard senses and attuning them to the scent of blood.
You shoot a thin needle of blood at a creature For the next 10 minutes, the creature gains
within range. Make a ranged spell attack against advantage on Wisdom (Perception) checks
the target. On a hit, the target takes 1d8 necrotic related to detecting the presence or location of
damage. This damage is increased each time you blood or creatures that are injured and bleeding.
hit the same target with this spell. The damage You can locate blood even if it, or its source, is
increases to 1d10 on second hit, to 1d12 on invisible, although you will only be able to smell
third hit and to 2d8 on any subsequent hits on it.
the same creature.
9
1st Level Spells
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FORBIDDEN FRUIT VEINBURST
1st-level conjuration 1st-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: 15 feet Range: 30 feet
Components: V, S, M Components: V, S
Duration: Concentration, up to 1 minute Duration: Instantaneous
Classes: Cleric, Druid, Ranger Classes: Bard, Sorcerer, Warlock, Wizard
An old tree sprouts from the fresh corpse of a You focus on a creature you can see within
creature that possessed blood, with blood fruits range, and with your mastery over blood,
hanging from its branches. A creature can use its you increase the pressure of blood within
action to eat a piece of fruit and regain hit points the creature‘s veins until they burst in
equal to their constitution modifier. A maximum several places. The target must succeed on a
of five fruits can be taken from a single tree, Constitution saving throw or take 4d6 necrotic
after all five have been eaten, the tree withers damage. Creatures without blood are immune to
and dissipates into ashes. the effects of this spell.
At Higher Levels At Higher Levels
When you cast this spell using a spell slot of When you cast this spell using a spell slot of 2nd
2nd level or higher, the healing is increased by level or higher, the damage is increased by 1d6
1d4 and one additional fruit can be taken from for each slot level above 1st.
the tree before the spell ends for each slot level
above 1st. WRITTEN IN BLOOD
1st-level transmutation
LACERATING STRIKE Casting Time: 5 minutes
1st-level evocation Range: Unlimited
Casting Time: 1 action Components: V, S, M (the recipient needs to
Range: Self carry a vial of the casters blood)
Components: V, S Duration: Instantaneous
Duration: Concentration, up to 1 minute Classes: Bard, Cleric, Druid, Paladin, Ranger,
Classes: Bard, Cleric, Paladin, Ranger Sorcerer, Warlock, Wizard
Your blood magic flows into the weapon you are You write a message in your own blood, infused
holding, empowering it. The next time you hit with magic. This message is received by a target
a creature with a melee weapon attack during of your choice, who carries a vial containing
the spell’s duration, your weapon glows with a your blood. After a short while, the vial on the
crimson light, and the attack deals an extra 1d6 recipient starts shaking and spills, forming
necrotic damage to the target. Additionally, the into the message you wrote right in front of the
empowered weapon absorbs some of the blood recipient‘s eyes. Once the message is read, the
of the creature it hit and you gain temporary hit blood is recollected inside the vial.
points equal to half of the damage dealt by this
attack. The temporary hit points last until the The length of the message is limited to one
end of your next turn. standard book page of written contents.
At Higher Levels
When you cast this spell using a spell slot of 2nd
level or higher, the damage is increased by 1d6
for each slot level above 1st.
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2nd Level Spells
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HEMATIC INFESTATION HEMOBOMB
2nd-level necromancy 2nd-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Self (10-foot-radius)
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute Duration: Instantaneous
Classes: Druid, Ranger, Sorcerer, Warlock, Classes: Bard, Cleric, Druid, Sorcerer, Warlock,
Wizard Wizard
You infest the bloodstream of a creature within Drawing upon the power of your own blood,
range, causing its blood to betray it. The target you conjure a swirling mass of crimson energy.
must make a Constitution saving throw. On a With a forceful gesture, you release this volatile
failed save, dark bloodsucking insects manifest power, creating a sanguine explosion within a
within its bloodstream, some of which can even 10-foot radius sphere centered on you. Each
be seen under the skin. Creatures without blood creature in the area must make a Constitution
are immune to the effects of this spell. saving throw. On a failed save, they take 4d6
necrotic damage and are forcefully pushed back
While infested, the creature takes 1d8 necrotic 10 feet away from the center of the explosion.
damage at the start of each of its turns. In On a successful save, the damage is halved, and
addition, the target has disadvantage on the pushback effect is negated.
Dexterity saving throws as the insects disrupt At Higher Levels
its coordination. The creature can make a When you cast this spell using a spell slot of 3rd
Constitution saving throw at the end of each of level or higher, the damage increases by 1d6 for
its turns to end the infestation. each slot level above 2nd.
At Higher Levels
When you cast this spell using a spell slot of 3rd LESSER SIMULACRUM
level or higher, the damage increases by 1d8 for 2nd-level illusion
each slot above 2nd.
Casting Time: 1 action
Range: 30 feet
HEMATIC REGENERATION Components: V, S
2nd-level necromancy Duration: Concentration, up to 1 minute
Casting Time: 1 action Classes: Bard, Sorcerer, Warlock, Wizard
Range: Self As a bonus action you create an exact illusion
Components: V, S double of yourself at a point within range. This
Duration: Concentration, up to 1 minute illusion will mimic your exact actions, although
Classes: Bard, Cleric, Druid, Paladin it will be mere illusions and won’t have any real
You infuse your blood with your magic, granting effect. The illusion does not have hit points,
yourself the ability to regenerate and heal your therefore it does not take any damage if struck
wounds. For up to 1 minute, the first time you by an attack.
take damage each round, you regain hit points
equal to half the damage received. If the attack You can use your bonus action to swap places
reduces you to 0 hit points, this spell ends and with the illusion unnoticed. This action can also
you do not regain hit points from the attack. be performed at the same time when this spell
is first cast. You can move the illusion up to 30
feet as a free action.
13
PURIFYING TRANSFUSION BRAND OF THE BLOODFALLEN
2nd-level transmutation 3rd-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Touch
Components: V, S, M (a small silver dagger) Components: V, S
Duration: Instantaneous Duration: Concentration, up to 1 minute
Classes: Bard, Cleric, Druid, Paladin, Ranger Classes: Cleric, Druid, Paladin, Warlock, Wizard
You touch a willing creature, focusing on You brand a single creature you touch with
its bloodstream. By making a small cut and a blood symbol, imprinting it onto a part of
channeling your blood magic through it, you the creature’s body. The target must make
drain the affected strand of blood out of the a Charisma saving throw. On a failed save,
body, removing any diseases, poisons, and the creature’s speed is halved, and it has
toxins. Once the strand of blood is clean, you disadvantage on ability checks, attack rolls
return it into the creature’s body. and saving throws for the duration. Creatures
immune to exhaustion are not affected by this
spell.
15
4th Level Spells
If the cursed creature is reduced to 0 hit points As a bonus action on your turn, you can move
while under the effect of this spell, it explodes in the cloud up to 30 feet in any direction. The
a burst of necrotic energy. Each creature within cloud hovers in the air for the duration, and its
a 20-foot radius sphere must make a Dexterity area is lightly obscured.
saving throw, taking 6d6 necrotic damage
on a failed save, or half as much damage on a At Higher Levels
successful one. Any creature that fails the saving When you cast this spell using a spell slot of 5th
throw also becomes affected by the Blackened level or higher, piercing damage increases by
Veins curse. Creatures without blood are 1d6 and necrotic damage increases by 1d6 for
immune to the affliction, but still take necrotic each slot level above 4th.
damage from the explosion.
FRIGID VESSELS
The creature killed in this manner can be 4th-level transmutation
restored to life only by means of a true
Casting Time: 1 action
resurrection or a wish spell.
Range: 30 feet
Components: V, S
At Higher Levels
Duration: Instantaneous
When you cast this spell using a spell slot of 5th
Classes: Sorcerer, Warlock, Wizard
level or higher, the damage over time increases
by 1d8 and the damage of the explosion You target the bloodstream of creatures within
increases by 2d6 for each slot level above 4th. range, freezing their blood vessels. Choose a
number of creatures up to your spellcasting
ability modifier you can see within range. Each
targeted creature must make a Constitution
saving throw. On a failed save, the creature takes
6d6 cold damage and its movement is reduced
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to 0 for 1 round. On a successful save, the You channel your blood magic from within
creature takes half damage and its movement you and a pair of scarlet wings sprouts from
speed is halved for 1 round instead. Creatures your back with blood dripping from them. You
without blood are immune to the effects of this gain a flying speed of 60 feet for the duration.
spell. When you fly over a creature, it has to make
a Dexterity saving throw or take 1d6 necrotic
At Higher Levels damage from your infused blood dripping off
When you cast this spell using a spell slot of 5th your wings. A creature can only take damage
level or higher, the damage increases by 2d6 and from this effect once per round.
you can target an additional creature for each
slot level above 4th. At Higher Levels
When you cast this spell using a spell slot of
LIVING BLOOD BARRIER 5th level or higher, damage dealt by your blood
4th-level conjuration drops is increased by 1d6 for each slot level
above 4th.
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute 5th Level Spells
Classes: Sorcerer, Warlock, Wizard
You let out some of your blood, infused by a vast
amount of magic. The blood forms an ever- CURSE OF BLOODLUST
moving stream that flows around you, creating a 5th-level enchantment
living, resilient barrier against incoming attacks. Casting Time: 1 action
For the duration of the spell, whenever you are Range: 40 feet
targeted by a ranged attack or a ranged spell Components: V, S
attack, you can make a ranged spell attack roll Duration: Concentration, up to 1 minute
against it. If the result ties with or exceeds the Classes: Bard, Cleric, Druid, Sorcerer, Warlock,
attacker’s attack roll, the living blood barrier Wizard
destroys the projectile or absorbs the spell
attack. This effect occurs a number of times Choose a creature that you can see within range.
equal to your spellcasting ability modifier per The target must succeed on a Wisdom saving
round, which resets at the beginning of the next throw. On a failed save, the target goes berserk,
turn. no longer recognizing friends from foes. At the
end of each of its turns, the target can make
If this spell is active, you are immune to Magic another Wisdom saving throw. On a success,
Missiles. Ranged spell attacks with several the spell ends on the target. The creature
projectiles such as Scorching Ray take as many always attacks the closest target. If there are
uses of living blood barrier as there are separate two targets at the same distance, the target is
projectiles. decided by a dice roll.
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SANGUINE DELUGE STANDARD OF THE VAMPIRIC LORD
5th-level conjuration 5th-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Self
Components: V, S Components: V, S, M
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Classes: Bard, Cleric, Paladin, Ranger
Wizard You emit blood energy from which a crimson
The sky grows darker as you call upon the blood standard materializes. As you plant the standard
energy within you, and a rain of blood covers in the ground, the land around it decays, the air
the land. Each enemy creature within a 30-foot- grows heavier and the area becomes darker.
radius sphere centered on a point within range Allied creatures in a 30-foot radius sphere
must make a Constitution saving throw or centered on the standard have their movement
take 2d8 necrotic damage. This save must be range doubled and they deal additional 2d6
repeated at the beginning of each of their turns. necrotic damage once per round. In addition
The area covered by sanguine deluge counts as enemy creatures within the radius have
difficult terrain. disadvantage on saving throws against being
frightened or charmed.
At Higher Levels
When you cast this spell using a spell slot of 6th
level or higher, the damage increases by 1d8 for
each slot level above 5th. 6th Level Spells
SANGUINE EDGE
5th-level necromancy BOILING CIRCULATION
Casting Time: 1 action 6th-level necromancy
Range: Self Casting Time: 1 action
Components: V, S, M Range: 30 feet
Duration: Concentration, up to 1 minute Components: V, S
Classes: Bard, Paladin, Ranger Duration: Up to 3 rounds
You imbue your weapon with blood energy, Classes: Bard, Cleric, Druid, Sorcerer, Warlock,
further empowering it for a brief duration. Wizard
Next three attacks that hit your target are You make the blood of the target you can see
empowered by this effect, afterwhich the spell within range boil within their veins. The target
effect is depleted. Your empowered weapon must succeed on a Constitution saving throw. On
deals an additional 2d8 necrotic damage and a failed save, the target takes 5d6 fire damage
allows you to make your melee attacks at and loses control of their movement. The effect
range by releasing a slicing edge of your blood of this spell lasts for 3 rounds and the damage
towards a creature within 20 feet of you. In is applied at the start of each of the target’s
addition, should this attack successfully land, turns. If an affected creature attempts to move,
you can use your bonus action to teleport next they have to roll for a random direction (at GM’s
to the target hit by it. discretion). On a successful save, the target
suffers half the initial damage and half the
At Higher Levels damage over time, but they retain the control of
When you cast this spell using a spell slot of 6th their movement. Creatures without blood are
level or higher, the extra damage increases by immune to the effects of this spell.
1d8 for each slot level above 5th.
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At Higher Levels HEMOVIVIFICATION
When you cast this spell using a spell slot of 7th 6th-level necromancy
level or higher, the damage is increased by 1d6
Casting Time: 10 minutes
for each slot level above 6th. This increase is
Range: Touch
applied to both the initial damage and damage
Components: V, S, M
over time.
Duration: Instantaneous
Classes: Cleric, Druid, Wizard
HEARTSTRING PUPPET
You touch a dead creature, and as long as atleast
6th-level enchantment
its skeleton is complete, you can, with the use
Casting Time: 1 action of your life force, focus your magic to cover it in
Range: 60 feet veins of blood that will rebuild and recover its
Components: V, S, M body. When this process is finished, you bring
Duration: Concentration, up to 5 rounds the target back to life with all its hit points.
Classes: Bard, Cleric, Druid, Sorcerer, Warlock,
Wizard However, since the recovery process of the body
You attach thin strings of blood to a target you is complex and prolonged, you share your health
can see within range. These strings anchor pool with the newly resurrected creature until it
themselves right in the veins of your target and fully recovers on a short or long rest. Until then,
take over their body. The target has to make a whenever this creature takes damage, you take
Charisma saving throw. On a failed save, you the same amount as well.
take control over the body of your target for the
duration. You can perform any of their actions, MARK OF THE BLOODSONG
except for spells unknown to you or divine 6th-level enchantment
abilities like Channel Divinity, through their
Casting Time: 1 action
body. This spell takes all of your concentration
Range: Touch
to maintain, therefore you cannot perform any
Components: V, S
actions with your own body. On a successful
Duration: Concentration, up to 1 minute
save the target resists your control, but loses
Classes: Bard, Cleric, Wizard
their movement action for 1 round. The target
can make another saving throw at the end of A willing creature you touch is imbued by a
each of their turns. Creatures without blood are massive amount of blood energy. Until the spell
immune to the effects of this spell. ends, the creature gains the following benefits:
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This damage cannot be reduced and surpasses silenced. The creature can’t gain advantage
temporary hit points. on saving throws against this curse from any
Creatures affected by the Mark of the Bloodsong source and if it is below its maximum hit points,
cannot benefit from effects such as the Haste the initial saving throw is made at disadvantage.
spell and other similar effects. Should a creature withstand the full duration
of this spell, it falls unconscious due to blood
loss. Creatures without blood are immune to the
7th Level Spells effects of this spell.
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Creatures that can’t be frightened are immune
Blood magic resonates within you as you
to this effect of the spell, but are still paralyzed if
conjure a 10-foot-radius scarlet sphere
they fail the initial saving throw.
surrounding you and everything within.
Projectiles and even spells cannot penetrate this
dome, if a creature attempts to walk through
it, it must make a Charisma saving throw. On
a failed save, a creature takes 10d10 necrotic 9th Level Spells
damage and is pushed back 15 feet away from
the dome. On a successful save, a creature
takes half the damage and appears inside the BLOODWEAVER’S WRATH
dome, but its movement is depleted until the 9th-level necromancy
start of its next turn. The dome also completely Casting Time: 1 action
obscures vision. You cannot move while holding Range: Self
concentration over this spell. Components: V, S
Duration: Instantaneous
You can use your bonus action to make the Classes: Sorcerer, Warlock, Wizard
blood energy rain down inside the dome and
Your anger or perhaps desperation takes over as
heal the creatures inside. You can sacrifice
you start using your own life essence, your own
25% of your maximum hit points to heal each
blood, to rain down hell upon your enemies. You
creature within the dome for 4d6 hit points.
can cast up to 5 different spells you know of 5th
This bonus action can only be used once per
level or lower as your action. Each spell you cast
cast of Dome of True Blood.
in this way costs you 20% of your maximum
health, with the 5th spell leaving you on 1 hit
VISIONS OF THE BLOODSONG point. Spells cast in this way cannot be used at
8th-level enchantment higher levels than their original spell level.
Casting Time: 1 action
Range: 60 feet THE BLOODSONG: FIRST VERSE
Components: V, S 9th-level evocation
Duration: 1 minute
Casting Time: 1 action
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
Range: 500 feet
You release a wave of blood energy at up to 5 Components: V, S, M
creatures within range that you can see. The Duration: Concentration, up to 5 rounds
blood energy seeps into their minds, clouds Classes: Bard, Cleric, Druid, Sorcerer, Warlock,
their eyes, and makes them see a vision of the Wizard
end of days with rivers of blood and bodies,
The earth will start to shake and the sky will
tornados and crimson lightning ravaging
turn crimson red as the Bloodsong is heard.
the land, now covered by a scarlet sky and
Crimson lightning will strike and shatter the
the melody of the bloodsong heard in every
ground. From the cracks, the lands shall bleed.
corner of the world. Each targeted creature
Each creature in a 100-foot-radius sphere
must make a Wisdom saving throw. On a failed
centered on a point you can see within range
save, a creature is paralyzed by the visions.
must make a Dexterity saving throw. On a failed
On a successful save, a creature is instead
save, a creature takes 6d6 lightning damage and
frightened. At the end of each of its turns, an
6d6 necrotic damage and is paralyzed until the
affected creature can make another Wisdom
start of your next turn. On a successful save,
saving throw. On a success, the spell ends on the
a creature takes half of the damage and is not
frightened creatures, and the creatures initially
paralyzed. The effect of this spell is repeated
paralyzed by this spell become frightened
at the beginning of each of the caster’s turns
instead. This effect lasts up to 1 minute or until
for 5 rounds or until the caster stops it or loses
it is removed by a successful save or other
concentration.
appropriate methods.
21
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