Sanguine Witch (5e Class)

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Sanguine Witch[edit]

—Spell Slots per Spell Level— Introduction

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Creating a Sanguine Witch[edit]


Quick Build

You can make a Sanguine Witch quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Intelligence. Second, choose the <!-background name-> background.

Class Features

As a Sanguine Witch you gain the following class features.

Hit Points

Hit Dice: 1d10 per Sanguine Witch level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Sanguine Witch level after 1st

Proficiencies

Armor: Light Armor
Weapons: Simple Weapons
Tools:
Saving Throws: Constitution, Intelligence
Skills: Choose three from: Arcana, Intimidation, Medicine, Acrobatics, Perception, Performance, and Religion

Equipment

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

Table: The Sanguine Witch

Level Proficiency
Bonus
Features Cantrips Known Spells Known
1st +2 Spellcasting, Hemomancy 3 2
2nd +2 Blood Transfusion, Hemo-vascular 3 3
3rd +2 3 4
4th +2 Ability Score Improvement 4 5
5th +3 4 6
6th +3 4 7
7th +3 4 8
8th +3 Ability Score Improvement 4 9
9th +4 5 10
10th +4 5 11
11th +4 5 12
12th +4 Ability Score Improvement 5 12
13th +5 5 13
14th +5 5 13
15th +5 5 14
16th +5 Ability Score Improvement 6 14
17th +6 6 15
18th +6 6 15
19th +6 Ability Score Improvement 6 15
20th +6 6 15

Spellcasting[edit]

You are a mage who uses blood to fuel your spells.

Cantrips

At 1st level, you know three cantrips of your choice from the Sanguine Spells. The higher the level will increase the amount of cantrips you know.

Spell Known

The Spells Known column of the Sanguine Witch table shows how many spells you know. the Sanguine Witch may learn any spell from any level of spell at any time, however they may not survive the casting of it.

Additionally, when you gain a level in this class, you can choose one of the blood mage spells you know and replace it with another spell from the Sanguine Spells.

Spellcasting Ability

Constitution is your spellcasting ability for your sanguine spells, so 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 blood mage 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

Ritual Casting

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

Spellcasting Focus

You use a specific arcane focus as a spellcasting focus for your blood mage spells. The list of arcane focuses you can use are as follows: athame, needle, razor, shears, metal wire, and tines.

Hemomancy[edit]

Beginning at 1st level, your practice of hemomancy allows you to manipulate blood.

Control

As an action you can command any freestanding blood inside an area you choose that is in a radius of 60 feet, equal to a quarter of your carry capacity.

Blood Siphoning

As a result of tampering with your own life force, you can heal yourself by absorbing the blood of other creatures. As a Bonus Action, you can now absorb blood from a dead creature. You can pull the blood out of them to regain an amount of hit points, depending on the creature's size. You can do this a number of times equal to your proficiency bonus before needing to finish a long rest.

  • Small or Tiny: d4
  • Medium: d6
  • Large: d8
  • Huge: d10
  • Gargantuan: d12

This increases to 2 dice at 6th Level, 3 dice at 11th Level, at 18th Level the number of dice you heal becomes equal to your constitution modifier with a minimum of 4.

Blood Infused Attacks

By controlling your own blood, during combat, you can tap into the rush you feel of the thought of spilling blood. You can use Constitution instead of Strength or Dexterity modifier for attack and damage rolls.

Some of your hemomancy abilities require your target to make a saving throw to resist the techniques' effects. The saving throw's DC is the same as your spell DC.

Hemo-Vascular[edit]

At 1st level, you choose a vascular, Hemocraft, Hemokinesis, or Hemostasis, of your choice that grants specialties to you. Your choice grants you features when you choose it at 2nd level. It also grants you additional features and benefits at 6th, 10th, and 14th levels.

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.

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Hemocraft[edit]

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Hemokinesis[edit]

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Hemostasis[edit]

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Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

Cantrips

Blood Sense, Blood Splatter, Blood Trick, Blood Whip, Resistant Veins, Sanguine Minor Mirage, Stave the Blood, Tempered Mood, Warding Blood


1st Level

Crimson Strike, Blood Transfusion

2nd Level

Blood Thirst, Bonded by Blood

3rd Level

Exsanguinate, Sanguis Burst

4th Level

Sanguine Defender

5th Level

Restoring Field, Vampiric Circle

6th Level

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7th Level

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8th Level

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9th Level

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Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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