Sanguimancer in Timeuria | World Anvil
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The Sanguimancer, masters of blood magic, draw power from the vital essence coursing through veins. Drawing not only from their life force but also the blood of others as they weave spells, induce curses, and establish mystical bonds.   You must have a Constitution score of 13 or higher in order to multiclass in or out of this class.  
 

Class Features


As a Sanguimancer, you gain the following class features.   Hit Points
Hit Dice: 1d8 per Sanguimancer level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Sanguimancer level after 1st
  Proficiencies
Armor: none
Weapons: Simple weapons, rapiers
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Nature   Equipment
  You start with the following equipment, in addition to the equipment granted by your background:  
  • (a) a quarterstaff or (b) a rapier
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar's pack or (b) an explorer's pack
  • Two daggers
  Spellcasting
Forged by the dark secrets within their own veins, Sanguimancers draw power from their life force, shaping spells with a potent blend of arcane and blood magic.   Cantrips
At 1st level, you know three cantrips of your choice from the Sanguimancer spell list. You learn additional Sanguimancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sanguimancer table.   Spell Slots
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, choosing from the Sanguimancer spell list. When you 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.
  You can change your list of prepared spells when you finish a long rest. Preparing a new list of Sanguimancer spells involves a ritualistic communion with the life essence coursing through your veins.: at least 1 minute per spell level for each spell on your list.
  Spellcasting Ability
Constitution is your spellcasting ability for Sanguimancer spells, since the power for magic comes directly through the blood of yourself and others. 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 sanguimancer spell you cast and when making an attack roll with one.
  Spell Save DC: 8 + your proficiency bonus + your Constitution modifier
Spell Attack Bonus: your proficiency bonus + your Constitution modifier
  Sanguine Initiate
Starting at 1st level you gain a pool of Blood Points that equal to your Sanguimancer level plus your Constitution modifier. These points can be used for different features.  
  • You learn a special ritual that binds you to the essence of your own blood. As an action, you can perform the Bloodbound Ritual, expending a hit die and gaining Blood Points equal to the result. You can use this ritual once per long rest.
 
  • As an action you can choose to expend a number of Blood Points, up to your Sanguimancer level. Roll a hit die for each Blood Point spent and gain hit points equal to the result. This ability uses your hit die just as if you'd taken a short rest. You can use this feature a number of times equal to your Constitution modifier (minimum of 1), and you regain expended uses after completing a long rest.
  You regain all expended Blood Points after completing a long rest.   Blood Magic Resonance
Starting at 2nd level, your connection to your own life force enhances your magical abilities. When you cast a Sanguimancer spell, you can choose to amplify its power by expending a number of Blood Points equal to the spell's level. If you do so, roll a d6 for each Blood Point expended. Add the total to the spell's damage or healing, depending on the spell's nature. The extra damage or healing effect only applies once per creature affected by the spell.   Bloodweaver
Starting at 3rd level when you make an Intelligence (Arcana) check, you can use your Constitution modifier instead. At 10th level you may add your Constitution modifer to the check in addition to Intelligence.   Bloodline Feature
At 3rd level, you choose a Bloodline representing the unique source of power that courses through your veins and shapes your mastery of blood magic. Choose Vampiric, Infernal or Cursed, all linked at the end of the class description. The Bloodline you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.   Ability Score Improvement
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 Pact
Starting at 5th level, As an action, you can spend 5 Blood Points to create a Blood Pact with a creature you can see within range. This pact allows you to share your spells effects with the bonded creature. When you cast a spell targeting yourself, you can also affect the bonded creature if it is within 30 feet of you. The spell must have a range of touch or self. The bonded creature must be willing and conscious. The bond lasts until you finish a long rest or you bond with another creature. At 14th level the range you can create a bond from extends to 60 feet from you, and 120 feet at 17th level.   Hemorrhage
At 9th level, your mastery over blood magic allows you to inflict a bleeding effect on your enemies. When you deal damage with a Sanguimancer spell, you can spend 6 Blood Points to cause the target to bleed. At the start of each of its turns for the next minute, the target takes additional necrotic damage equal to your Constitution modifier. The bleeding effect can be ended early with a successful Constitution saving throw against your spell save DC at the end of the target's turn.   Scarlet Slumber
At 11th level, when a creature fails a Constitution saving throw against a Sanguimancer spell you cast, you can choose to induce a deep state of unconsciousness that lasts for the next minute. Once you use this feature, you must finish a long rest before you can do so again.   Sanguine Mastery
Upon reaching 20th level, your command over blood magic reaches its peak. When you cast a Sanguimancer spell, you can choose to spend any number of Blood Points to increase the spell's level by an equal amount. You may not increase the spell above 7th level in this manner.

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Comments

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Jan 17, 2024 23:09 by LexiCon (WordiGirl)

Interesting article. Thanks for sharing and entering this into the Special Category. God bless and much success with your New Year's plans! <3