Sanguimancy (5e Class)

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Sanguimancer[edit]

What is a Sanguimancer?[edit]

A Sanguimancer has mastered the art of blood. Using the natural energy of life to control blood, she sculpts the world to her liking. They concentrate on either self-preservation via the stealing of others' blood or manipulation via control of the enemy's blood. They damage themselves in order to maximize damage on the enemy. The original Sanguimancers studied vampires in order to develop their techniques. Since then, small groups have taught one another and the field of pseudo magic exists in small doses.

Creating a Sanguimancer[edit]

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(Art and credit belongs to LoL i do not claim any of it.)

Before creating a Sanguimancer keep in mind that this is not your standard spellcaster. You utilize your own pool of health at the beginning only learning how to "weaponize" your enemies blood later on. Now then, Sanguimancer's are a secluded group of casters, shunned by other magic practicioners for their use of blood from living beings. They rarely step out in the world and reveal themselves so it would be in your best interest to hide your abilities as best as you can.

Quick Build

You can make a Sanguimancer quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity. Second, choose the Hermit or Sage background.

Class Features

As a Sanguimancer you gain the following class features.

Hit Points

Hit Dice: 1d12 per Sanguimancer level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Sanguimancer level after 1st

Proficiencies

Armor: Light Armor
Weapons: Simple and Martial Weapons
Tools: None
Saving Throws: Constitution, Dexterity
Skills: Choose two from Arcana, Deception, History, Perception, Intimidation and Medicine

Equipment

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

  • (a) 2 Daggers or (b) a Rapier
  • (a) an arcane focus or (b) a component pouch
  • Explorer's Pack
  • If you are using starting wealth, you have 4d4 x 10gp (avarage 100gp) in funds.

Table: The Sanguimancer

Level Proficiency
Bonus
Cantrips known Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 3 Bloodmagic, Blood Orb 2
2nd +2 3 Siphon Blood 3
3rd +2 3 Path Feature, 4 2
4th +2 4 Ability Score Improvement 4 3
5th +3 4 4 3 2
6th +3 4 Path Feature 4 3 3
7th +3 4 4 3 3 1
8th +3 4 Ability Score Improvement 4 3 3 2
9th +4 4 4 3 3 3 1
10th +4 5 Blood Arsenal 4 3 3 3 2
11th +4 5 Bloody Secrets 4 3 3 3 2 1
12th +4 5 Ability Score Improvement, Path Feature 4 3 3 3 2 1
13th +5 5 Bloody Secrets 4 3 3 3 2 1 1
14th +5 5 4 3 3 3 2 1 1
15th +5 5 Bloody Secrets 4 3 3 3 2 1 1 1
16th +5 5 Ability Score Improvement 4 3 3 3 2 1 1 1
17th +6 5 Bloody Secrets 4 3 3 3 2 1 1 1 1
18th +6 5 Path Feature 4 3 3 3 3 1 1 1 1
19th +6 5 Ability Score Improvement 4 3 3 3 3 2 1 1 1
20th +6 5 Blood Sovereign 4 3 3 3 3 2 2 1 1

Blood Magic[edit]

You are a Caster who uses life essence to strengthen yourself or your spells

Cantrips

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

Blood Caster

To cast any of your spells, you must lose a certain amount of hit points descripted below in spellcasting ability. When you damage yourself this way, you do not make a concentration check. If you would go to 0 hit points when casting a spell this way, the spell fails instead. You do not lose the spellslot if this occurs and you cannot die or fall unconcious through the use of Blood Caster.

Preparing and Casting Spells

The Sanguimancer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of Sanguimancer spells that are available for you to cast. To do so, choose a number of Sanguimancer spells equal to your Constitution modifier + your Sanguimancer level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you're a 3rd-level Sanguimancer, you have four 1st-level and two 2nd-level spell slots. With an Constitution of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 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.

Spellcasting Ability

Constitution is your spellcasting ability for your Sanguimancer spells, your knowledge of the arcane has given you a natural understanding of magic requiring no spellbook to aid your magic. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a Wizard spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus + your Constitution modifier

Spell attack modifier = your proficiency bonus + your Constitution modifier

Spell Hp Cost = Constitution modifier + spell slot level

Ritual Casting

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

Learning Spells of 1st Level and Higher

Each time you gain a level, you learn two wizard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the Sanguimancer table.

Blood Orb[edit]

At 1st level you have found a way to store excess blood in a vessel know only to you, the Blood Orb. This Blood Orb contains blood that you can use instead of your own hit points to cast spells. It contains blood equal to your Sanguimancy level + your Constitution modifier (minimun of 1). Whenever you draw blood from your Orb it becomes briefly visible to others. The spherical Orb hovers no more then 2 feet away from you and 2 feet above the ground. It vanishes a few seconds after being used as a source of blood. To fill your Blood Orb you can use an action to extract blood from a willing creature or a corpse, doing so refills 1d4 charges of your Blood Orb.

Beginning at 9th Level: The Blood Orb increases in capacity, it now holds up to 4 * your Sanguimancy level + your Constitution modifier (minimun of 1).

Beginning at 17th Level:The Blood Orb increases in capacity, it now holds up to 8 * your Sanguimancy level + your Constitution modifier (minimun of 1).

Siphon Blood[edit]

At 2nd Level you start to learn how to use other creatures blood instead of your own. Your attacks and spells deal an additional 1d6 necrotic damage and heal you for the amount of necrotic damage dealt, you cannot heal over the maximum of your hit points. This feature doesn't work against beings without blood.

When you reach 5th level the extra damage increases by one dice making it deal 1d8 necrotic damage, this increases again at 10th, 15th and 20th level to 1d10, 1d12 and 1d20 respectivly.

Sanguine Path[edit]

At 3rd level, you chose a Sanguine Path. Choose between Blood mage and Warrior of Blood. Your choice grants you features at level 3 and again at level 6, 12 and 18.

Ability Score Improvement[edit]

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.

Blood Arsenal[edit]

Starting at level 10 your understanding of blood and your precise control over it allows you to use an action to manifest weaponry at the cost of blood. The shape and size are to your specifications, they count as spellfoci and act like flying weapons. Weapons created by Blood Arsenal share your initiative and attack on your turn if commanded. There can be a maximum of your Sanguimancer level/3 weapons (minimum 1) and they last up to 10min each weapon costs 2d6 to summon. The weapons deal necrotic damage equal to 1d10 + your Constitution modifier + your proficiency bonus and have an to hit bonus of your spellcasting attack modifier

Bloody Secrets[edit]

At level 11, your experience and knowledge of the life essence that is blood has revealed a secret source of power to you, this Bloody Secret allows you to choose and cast one 6th-level spell from the wizard spell list as your secret power but change the damage type to necrotic. You can cast this spell once per long rest without components This spell does not count towards your maximum known spells. At higher levels, you gain more wizard spells of your choice that can be cast this way: one 7th-level spell at 13th, one 8th level spell at 15th level and one 9th level spell at 17th level.


Blood Sovereign[edit]

At 20th level you have mastered your control over blood, you gain the following benefits: Increase your Constitution score and maximum by 4 When you deal damage increase that damage by 2d8 necrotic damage

Sanguine Path[edit]

Blood Mage Warrior of Blood

Blood Mage[edit]

Sanguine Spells

At 3rd level when you choose this Path you learn the cantrips of the Sanguimancy Spell List, these do not count towards your limit of known cantrips.

Blood Boost

At 3rd level when you choose this Path you may take a -5 penalty to your spell attack roll or spell save dc in order to add +10 to the spells damage.

Potent Blood

At 6th level, All your attacks and spells now deal extra damage equal to your Constitution modifier

Evolution of Blood

At 12th level, you can now use your class features against creatures that don't have blood

Vampiric Form

At 18th level, you have mastered the art of sanguimancy and gain the ability to fully transform yourself into a being made of blood. You half your maximum health when you transform, this form lasts for 1 minute and while you assume this form you gain the follwing benefits:

  • When you transform, everyone within 15ft of you must make a DC15 Constitution save. They take 2d12 necrotic damage and are frightened or half as much damage and resist being fightened.
  • You gain a flying speed equal to your movement speed
  • Your spell save DC increases by 2
  • You gain resistance to non-magic damage
  • When you cast a spell of 1st level or higher, change the damage type to necrotic and heal for half the damage dealt

When your Vampiric form ends you enter a state of exhaustion, you can't move or take actions for one full turn, as your body forms anew from the blood. Once you use this feature you must finish a long rest before you can use it again.

Warrior of Blood[edit]

Blood Armor

At 3rd level when you choose this Path you gain the benefits of unarmored defense as long as you wear no armor or light armor, increasing your AC by the combined value of your Dexterity modifier + Constitution modifier

Extra Attack

At 6th level, you can attack twice whenever you take the Attack action on your turn

Darwinism

At 12th level, your mastery over manipulating blood allows you to ignore all class, race, alignment and level requirements on the use of magic items

Life Drinker

At 18th level, you can use an action to fuse half your maximum hit points into a single weapon, this weapon does [amount of hp used/10 rounded down]d12 necrotic damage and heals you for half. (Example: HD=12 Max HP= 126, 126/2 = 63, 63/10 = 6,3 rounded 6. So the weapons damage would be 6d12)

The Life Drinker lasts 5 turns, as an action you can unleash the condensed blood in the weapon and bring forth a maelstrom of blood surrounding you. The maelstrom has a radius of 40 feet, any creature that starts it's turn inside must make a Constitution saving throw, on failure they take 12d8 necrotic damage, 12d8 bludgeoning damage, on success they only take half as much. Using this attack ends the Life Drinker prematurely regardless of turns left.

Sanguimancy Spell List[edit]

You know all of the spells on the basic wizard spell list and additional spells if you chose the Blood Mage as part of the Sanguine Path.

Cantrip[edit]

Moonlit Harvest

Casting Time: 1 Action

Range: 60 feet

Components: S

Duration: Instantaneous

Blood is a very important component for your spells, but it isn't infinite. Others may have the blood you need. Choose a target within range, you can manipulate their blood in one of the following ways.

  • You draw some of their blood towards yourself, the target makes a constitution saving throw. On a failed save their blood travels to you, however they take 1d4 piercing damage, if they have any open wounds they fail the save automatically
  • You direct all their blood to a single point in their body, the target makes a constitution saving throw. On a failed save they have -1d4 on their next ability check.
  • You cause bruising on their body in any 2 dimensional shape such as letters or a message.
Blood Splatter

Casting Time: 1 Action

Range: Self(15 ft. cone)

Components: V, S, Blood (1d6)

Duration: Instantaneous

You slit your palm and splatter boiling hot blood in a 15 foot cone. All creatures caught in the cone must make a constitution saving throw. On a failed save, they take fire damage equal to twice the hit points sacrificed.

The spell's damage increases by another multiple when you reach 5th level (three times), 11th level (four times), 17th level (five times).

1st Level[edit]

Blood Transfusion, Crimson Strike, Sacrifice for self

Blood Transfusion

Casting Time: 1 Action

Range: 60 feet

Components: V, S, Blood (10)

Duration: 1 Minute

You prick your finger and point it at a target you can see within range. The target regains hit points equal to 10 + your spellcasting ability modifier. At the end of each of it's turns for the duration of the spell, the target must make a constitution saving throw. On a failed save it takes 1d10 necrotic damage, on a successful save, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the blood cost and hit points regained both increase by 1 and the damage dealt increases by 1d10 for each slot level above 1st

Crimson Strike

Casting Time: 1 bonus Action

Range: touch

Components: V, Blood (1d6)

Duration: Instantaneous

You run your hand across a a bladed weapon coating it in blood, the next time you hit with that weapon the attack deals an additional 1d6 necrotic damage to the target. Additionally, the target must make a constitution saving throw. On a failure the blade becomes coated in it's blood and the extra damage increases by 1d6, on a successful save the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the blood cost increases by 1 and the initial extra damage dealt by the attack increases by 1d6 for each slot level above 1st

Sacrifice for Self

Casting Time: 1 Action

Range: touch

Components: V, M (a ritual blade) B (2d6 from the target)

Duration: Instantaneous

You lunge at the target with your ritual blade. Make a melee spell attack, on a hit the spell succeeds. You or another creature of your choice regain hit points equal to half the hit points sacrificed rounded up + your spellcasting ability modifier

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

2nd Level[edit]

Bonded by Blood, Exsanguinate

Bonded by Blood (ritual)

Casting Time: 1 minute

Range: touch

Components: S, M (a bowl or cup) B (1d4 + your spellcasting ability modifier to each target)

Duration: 48 hours

You and up to three other willing creatures all pour some of your blood into a communal bowl and all of you drink it together. Each target’s hit point maximum and current hit points increase by the total sacrificed hit points for the duration.

Additionally, Whenever one affected creature takes damage or regains hit points all other affected creatures take half of that damage or regain half of the healed hit points

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the Blood cost increases by 1d4 for each slot above 2nd.

Exsanguinate

Casting Time: 1 reaction which you take when a creature within 30 feet of you bleeds

Range: 30 feet

Components: V, S

Duration: 1 minute

When a creature nearby begins to bleed you magically accelerate the bleeding. The target takes 4d8 necrotic damage, if the creature takes more than 13 damage it must make a constitution saving throw or fall unconscious for the duration of the spell.

3rd Level[edit]

Sanguis Burst, Restoring Field, Link Vitality

Sanguis Burst(ritual)

Casting Time: 1 Action

Range: touch

Components: S, B(2d6)

Duration: Concentration up to 1 hour

Slit your palm and you choose cold, force, fire, lightning, or thunder for the damage type of the spell. You spread your blood over a surface or object of your choosing but the blood cannot exceed 10 square feet. the blood remains fresh and wet so long as you maintain concentration on the spell.

When you end concentration on the spell, the element you chose explodes out of the blood and the blood dries instantly. All creatures within 10 feet of the blood must make a dexterity saving throw. Each target takes 6d8 damage of the type you chose on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the Blood cost increases by 1d4 and the damage increases by 1d8 for each slot level above 3rd.

Restoring Field

Casting Time: 1 Action

Range: touch

Components: S, B(2d6)

Duration: Concentration up to a minute

You mark an object with some of your blood. all creatures other than yourself within a 20 foot sphere centered on the object, if they are willing, regain 1d6 hit points if they start their turn within the area

Link Vitality(ritual)

Casting Time: 1 Action

Range: touch

Components: V, S, B(1d4 from a creature that can bleed)

Duration: Instantaneous

Using the blood of the target, you write the target's true name on an object. The marked object is now magically linked to the target. When the object is targeted by a spell with a range of touch the spell instead targets the creature whose blood was used in the casting of the spell instead. The effect of this spell ends if the creature or object are targeted by a Remove Curse spell.

4th Level[edit]

Hemorrhagic Bulkup, Sanguine Defender, Create Voodoo Doll

Hemorrhagic Bulkup

Casting Time: 1 Action

Range: Self

Components: V, S, B(your choice)

Duration: 2 minutes

You plunge your ritual dagger into your own heart and magically take control of your blood and fill up your muscles making the stronger and more durable. You gain temporary hit points equal to twice the hit points you sacrificed and your strength and dexterity boni increase by 1 for each 4 hit points sacrificed. Additionally your AC increases by 1 for each 8 hit points sacrificed.

When the spell ends you must make a constitution saving throw or take 4d8 necrotic damage. The spell can end early if the dagger is removed from your chest at any point, a creature can use its action to attempt to remove the dagger by making a strength check against your spell save DC.

Sanguine Defender

Casting Time: 1 bonus Action

Range: Self(60 feet)

Components: S, B(4d6)

Duration: concentration up to 10 minutes

You spill some of your own blood and it floats into a mass that floats by your shoulder. The mass has hit points equal to twice the hit points you sacrificed. Whenever a creature within 60 feet of you makes an attack, as a reaction, you can make a ranged spell attack against the creature making the attack, as the mass by your shoulder shoots a bolt of solidified blood at it. On a hit, the attacker takes 4d6 piercing damage. Whenever you cast another spell with a blood cost the mass siphons off some of the blood you sacrifice, the next attack it makes it deals additional necrotic damage equal to the hit points you sacrificed to cast that other spell.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the blood cost of the spell increases by 2 and the damage increases by 1d6 for each level above 1st

Create Voodoo Doll

Casting Time: 1 Hour

Range: touch

Components: V, S, M (a ruby worth at least 500gp, a drop of blood from the target, a doll)

Duration: Until dispelled

You magically fuse the targets blood to the ruby and place it within the doll. The target must make a charisma saving throw. On a failed save, the doll becomes magically linked to the target. The doll is treated as a tiny construct, it has an AC of 10 and hit points equal to half of the target's max hit points rounded up. Any time the doll takes damage the target also takes half that damage rounded down , however the target cannot be reduced lower than 10 hit points through this method. If the Mending spell is cast on the doll, it regains 2d6 hit points. If the doll is destroyed the spell ends.

If the target is not on the same plane as you, the spell fails.

5th Level[edit]

Violent Vandalism(ritual)

Casting Time: 1 Action

Range: touch

Components: S, M (an artit's rendition of the target worth at least 50gp, a drop of the targets blood) B(8d6)

Duration: Instantaneous

You splash a significant amount of blood on the artist's rendition of the target across one of the target's limbs. the target must make a charisma saving throw, on a failed save the target takes 6d12 necrotic damage and whatever limb was targeted is crippled. The crippled limb can only be restored with magical healing equal or greater than the Greater Restoration spell.

6th Level[edit]

Vampiric Circle(ritual)

Casting Time: 1 minute

Range: 10 feet

Components: V, S, B(8d10)

Duration: Until dispelled

As you cast the spell, you draw a 10-foot-diameter circle on the ground with your blood inscribed with arcane runes. Any creature that enters the circle must make a constitution saving throw, on a failure they become unconscious and gain a level of exhaustion on a success they stay conscious and not exhausted. Every six seconds all creatures in the circle take 1d6 piercing damage as their blood is magically drawn out of their body. As long as you are within 100 miles of the circle you regain hit points equal to half the damage the circle deals rounded down.

7th Level[edit]

Philosopher's Stone(ritual)

Casting Time: 8 hours

Range: touch

Components: V, S, M(a crystal ball worth at least 500gp) B(minimum 10 hit points each from at least 15 creatures)

Duration: Until dispelled

Over the course of casting the spell, you imbue all of the blood into the crystal ball, turning it a deep red color. The crystal ball has a pool of hit points equal to the hit points that were sacrificed. As an action, you can touch a creature with the ball and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount of 20 hit points. Additionally when you cast a spell with a blood cost you can use your bonus action to draw the necessary hit points from the pool.

Once all hit points in the pool are consumed, the crystal ball cracks and breaks and the spell ends

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Sanguimancy class, you must meet these prerequisites: Constitution of 13 or higher

Proficiencies. When you multiclass into the Sanguimancy class, you gain the following proficiencies: Simple Weapons, Martial Weapons


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