School of Sanguimancy (5e Subclass)
School of Sanguimancy[edit]
Wizard Arcane Tradition
In a dimly lit chamber, several magical initiates sling spells at one another as they practice both their offense and defense. Occasionally, one of the initiates will drop to the ground and instructors will quietly remove them from the room. Such is common practice in the study of sanguimancy - the art of empowering one's magical capabilities through one's own life essence. Often frowned upon by scholarly circles that view the practice a profanity or perversion of magic, sanguimancers are content with the displeased expressions and vile insults in exchange for the additional power they learn to wield.
Features[edit]
Written in Blood[edit]
Beginning at 2nd-level when you choose this tradition, you may copy spells into your spellbook by writing them in your own blood. If you write spells into your book in this manner, the process only takes a minute per spell level of the spell. When the process finishes, you take twice the level of the spell as necrotic damage.
Sanguine Amplification[edit]
Beginning at 2nd-level, you learn to draw upon your own life force to amplify your spells. Whenever you cast a spell of 1st-level or higher, you may choose to roll a single d4. You immediately take necrotic damage equal to the result rolled, and may add a bonus to both the attack and damage rolls of the spell you cast equal to that damage or if the spell would force the target to make a saving throw, you may force the target to take a penalty to their saving throw roll equal to the damage you took.
At 6th-level, this die strengthens to a d6.
Insult to Injury[edit]
Starting at 6th-level, whenever a creature that currently has less Hit Points than their maximum begins their turn, you may immediately spend your reaction to coax your magics into their sustained injuries. Until the end of their turn, that creature has disadvantage on all attack rolls or saving throws they make.
Sanguine Tether[edit]
Beginning at 10th-level, you can use your action on your turn to target yourself and a number of friendly and willing creatures equal to 1+ your Intelligence modifier. For the next minute, a mystical, intangible tether binds you and each of your chosen target's together as long as you are within 30 feet of at least one other target. Targets that move beyond this range from one another becoming untethered, but moving back within range while this ability is still active automatically repairs the tether. You may end this effect prematurely as a bonus action on your turn as well.
Whenever an attack made or spell cast by a hostile creature would deal damage to a tethered creature, divide any damage that would be dealt equally between that creature and any creatures currently tethered to it. If the damage dealt cannot evenly be divided, round the damage up to the nearest total that can be split evenly instead.
Example. Three targets are currently tethered together and an attack from an enemy is attempting to deal 8 damage to one of those creatures. Since 8 cannot be divided evenly by three, the damage is rounded up to 9 instead and each tether target receives 3 damage after dividing it equally.
Bloody Puppet[edit]
Beginning at 14th-level, you have learned how to turn an opponent's own life force against them to enforce your will upon them.
As an action on your turn, you may target one creature that you can see which currently has less Hit Points than their maximum Hit Points and force them to make a Constitution saving throw against your spell DC. If they fail the save, you may immediately command them to take a single weapon attack against a target of your choice, within appropriate range for their weapon, as you puppeteer their body. Whether that attack hits or misses, you drop your command over your target's body immediately afterwards.
Once you have used this feature on a target, you may not use it upon that same target again.
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