Magus Sanguis (5e Subclass)
From D&D Wiki
The power of sanguine arcana, blood magic, holds no secrets for you. Unlike a sorcerer that draws power from their linage or warlocks that draw power from outerworldly patrons, you have discovered how to manipulate your life force in order to empower your spells. You may have learned secret blood rituals from ancient scrolls and tomes, or happened upon them through experimentation. If spending hit dice does not seem like actual blood magic, this can be roleplayed as causing yourself some fatigue by drawing upon your own life force.
Sanguine Mages often straddle the line between good and evil, and can often find many ways to justify their dark arts within their alignment and culture.
Spells Drawn in Blood[edit]
At 2nd level, when you first take this wizard subclass, you fully embrace the ancient powers of blood magic. Whenever you copy or scribe a spell into your spellbook, you may choose to spend hit dice equal to the level of the spell you are scribing or copying. This significant blood/energy ritual allows you to scribe or copy the spell within moments (an action), and costs you no money. From the perspective of onlookers, a tentacle of blood or energy streams from your wound or body, traveling across the surface of the page and leaving words in its wake.
Tools of the Trade[edit]
Also at 2nd level, whenever you perform an attack or damage roll with a dagger, you may use your Intelligence modifier rather than Strength or Dexterity. A dagger can also serve as your wizard spell focus.
Blood Casting[edit]
Starting at 2nd level, whenever you cast a spell of 1st level or higher, you may spend your hit dice as part of the casting. Each hit die spent acts as a single spell slot. You may spend one or more hit dice to meet the spell slot cost of a particular spell, or to fuel the spell entirely. You may even spend hit dice to cast a spell whilst out of spell slots. Your maximum spell casting level is still limited by your wizard class level, and you can only cast spells you have prepared and memorized.
For example, Terrance is a 4th level wizard (having 4 hit dice), and has 3 spell slots for 2nd level spells. He casts magic missile as a 2nd level spell, but instead of using a 2nd level spell slot, he uses a 1st level spell slot and spends 1 of his hit dice. Later on, he casts Invisibility before entering a room full of orcs. However, knowing he might need his remaining spell slots later on, he chooses to spend 2 hit dice to cast it instead.
Blood of my Enemies[edit]
At 6th level, if you deal a killing blow to a creature within 60 feet of you, you have a chance to recover a wizard hit die based on its challenge rating. If you kill a group of creatures, this feature resolves based on the creature with the highest challenge rating.
- If the creature's challenge rating is equal to or greater than your level, you have a 75% chance of recovering 1 wizard hit die (up to your maximum).
- If the creature's challenge rating is less than your total level there is only a 50% chance you will recover 1 wizard hit die (up to your maximum).
- If the creature has a fractional challenge rating of any kind, there is only a 25% chance you will recover 1 wizard hit die (up to your maximum).
This feature can be used a number of times equal to your Intelligence modifier (minimum of one). You regain all expended uses of this feature after a long rest.
Source of My Life[edit]
At 10th level, you gain the following benefits:
- Once per long rest, and as a bonus action, you may choose to suffer 1 level of exhaustion in order to recover 1 wizard hit die. This exhaustion will apply even if you are normally immune to such effects.
- If you are completely out of hit dice and spell slots, you may make two dagger attacks for each attack action you make. You also add a 1d4 bonus (rolled each time) to your dagger attack rolls and damage rolls, and your dagger attacks are considered magical.
Beyond Blood[edit]
At 14th level, your mastery over blood magic is beginning to peak, and you gain the following benefits:
- Blood of My Enemies can be used a number of times equal to twice your Intelligence modifier before needing to take a long rest.
- If you are completely out of hit dice, and drop to half of your maximum hit points, you immediately recover 1 wizard hit die. This feature cannot be used again until you take a long rest.
- When you spend a hit die to cast a spell that targets a creature (excluding yourself), you regain 1d4 hit points for each hit die spent.
Back to Main Page → 5e Homebrew → Character Options → Subclasses