```metadata title: Sanguimancer description: '' tags: [] systems: [] renderer: V3 theme: 5ePHB ``` {{frontCover}} {{logo ![](/assets/naturalCritLogoRed.svg)}} # The Sanguimancer ## by: UnusualDeal ___ {{banner Awesome Homebrew}} {{footnote Manipulate blood in this full casting class made for the world's greatest role-playing game! }} ![background image](https://i.pinimg.com/736x/58/5b/d7/585bd713fb76a2d9f0cae50ef05849f0.jpg){position:absolute,bottom:0,left:0,height:100%,width:100%} \page {{insideCover}} # The sanguimancer ## for dnd 5e ___ {{imageMaskCenter4,--offsetX:0%,--offsetY:0%,--rotation:0 ![background image](https://imgur.com/1mpfCYQ.jpg){position:absolute,bottom:-20%,left:0,height:100%,width:100%} }} {{logo ![](/assets/naturalCritLogoRed.svg)}} {{footnote The Sanguimancer is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. }} \page {{partCover}} # PART 1 ## Sanguimancy {{imageMaskEdge2,--offset:10cm,--rotation:180 ![Background image](https://imgur.com/RtBtdnl.jpg){position:absolute,bottom:0,left:-50%,height:100%,width:200%} }} \page # The Sanguimancer *Chuckling darkly, a figure steps forward, the power of blood magic crackling in the air around him. A heavy crimson aura surrounds his hands as he raises them toward the sky, calling forth a storm of blood-soaked destruction. His eyes gleam with madness as the world seems to bend to his will, the very fabric of life and death at his fingertips.* *Nearby, a woman stands over a fallen monster, her fingers trembling as she collects its heart, her blood boiling with anticipation. As she consumes the creature’s essence, a surge of power floods her veins, her skin marked with dark, intricate tattoos that pulse with life. She is reborn with every sacrifice, embracing her new form with a twisted grin. The Sanguimancers, like all who wield blood magic, are creatures of both power and horror, their souls bound to the very blood they command. Their abilities are both a gift and a curse, a path that demands sacrifices beyond mortal comprehension.* ## Disturbing Content The Sanguimancer class involves body horror and blood manipulation, which may be unsettling for some players. Ensure you discuss comfort levels with your DM and fellow players before choosing this class. {{watercolor3,top:20px,left:30px,width:300px,background-color:#BBAD82,opacity:80%}} {{footnote PART 1 | SANGUIMANCY}} ## The Forbidden Rituals To master blood magic, one must either be born with the power or sacrifice others to unlock its secrets. Those born with the gift find themselves cursed, their lives marked by the uncontrollable flow of life and death within them. Alternatively, those who seek to learn this forbidden art must commit horrific sacrifices, spilling blood—whether their own or others’—to fuel the dark rituals hidden in ancient, blood-soaked scrolls. These texts are fiercely guarded, often hidden in crypts or forbidden vaults, with each page revealed only after a life is offered. The price of blood magic is steep, both in lives and the soul of the practitioner. As the Sanguimancer grows in power, they become increasingly isolated, their humanity slipping away in exchange for control over life’s essence. Whether driven by ambition, redemption, or corruption, those who walk this path are forever changed, leaving behind a trail of blood and a legacy of fear. --- ## The Price of Power Sanguimancers are often seen with a mixture of awe and terror. Their mastery over blood magic is not just a reflection of power—it is a constant reminder of the price they have paid for such abilities. Whether through forbidden rituals, blood sacrifices, or a birthright tied to the power of life and death, the Sanguimancer has chosen to manipulate the very essence of life and death itself. Their art is one of sacrifice, where the blood of others is as valuable as their own, and each spell draws them closer to the edge of their humanity. The constant hunger for more power, for more control over life and death, drives many Sanguimancers to wander the world in search of blood—both their own and others’. They may seek to strengthen their magic by harvesting the blood of powerful creatures or even humanoids, always pushing the boundaries of their craft in pursuit of greater mastery. Others may be drawn by the need to heal, using their blood magic to mend the wounds of their allies, though it often comes at a cost. ![homebrewery_mug](https://i.ibb.co/jJjFP6B/2.png) {width:280px,margin-right:-1.75cm,wrapLeft} Unlike many other arcane practitioners, Sanguimancers are often forced to keep moving. Their obsession with blood and the corruption of their power make it difficult for them to stay in one place for long. Whether driven by an unquenchable thirst for forbidden knowledge, the need to sustain their power, or the compulsion to heal those they care for, Sanguimancers rarely find solace in a single home. They are adventurers by nature, constantly searching for new blood, new strength, and new ways to master the dark art that binds them. For all their power, Sanguimancers are often feared and distrusted, even by those who may use their powers for good. The sight of them drawing on the life force of others, or sacrificing their own blood in ritualistic spells, is enough to unsettle even the most stoic of individuals. Some view them as monstrous, others as a necessary evil in the face of greater threats. Either way, the Sanguimancer is a figure of unease, walking the fine line between savior and abomination. --- ## Creating a Sanguimancer As you build a Sanguimancer, the most important thing to consider is your relationship with blood and the price you were willing to pay for your unnatural power. Did you willingly embrace the dark arts, seeking the power to control life itself through blood magic? Or were you {{pageNumber 1}} \page forced into this path by a dark ritual, a curse, or an ancient pact? Perhaps you were born with this power, only to discover the horrifying depths of your potential as you grew. Was your descent into blood magic driven by desperation, revenge, or an insatiable thirst for immortality? {{footnote PART 1 | SANGUIMANCY}} Consider your view on the act of manipulating blood. Do you see it as a necessary evil, a tool to achieve your goals at any cost, or have you come to revel in the power it grants? Are you disgusted by what you’ve become but feel trapped by the power you now wield, or do you embrace the corruption, seeing it as a means to transcend mortality? Are you fascinated by the idea of controlling life and death, or do you see blood as a curse,something to be controlled, hidden, or eventually purged from your body? Also, reflect on how others see you. Do they fear your power and keep their distance, or do they seek to control you, knowing what you’re capable of? Perhaps you seek to hide your true abilities, fearing that if anyone learns of your power, they will attempt to destroy you. Or maybe you flaunt your abilities, gaining respect or commanding fear from those around you. Due to the dangerous and often corrupting nature of blood magic, Sanguimancers are rarely seen as forces of good. Many are driven by personal ambition, vengeance, or a thirst for forbidden knowledge, which makes them dangerous allies and even more dangerous enemies. --- ## Quick Build You can make a Sanguimancer quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Intelligence for saving throws. Second, pick the **Haunted One** or **Sage** background to reflect the dark influence of blood magic in your life. --- ## Multiclassing You must have a **Constitution** score of 13 or higher to multiclass in or out of this class. Upon multiclassing into Sanguimancer, you gain proficiency in one skill from its skill list and one set of Herbalism Tools. --- {{classTable,frame,decoration,wide ##### The Sanguimancer | Level | Proficiency | Abilities | Cantrips | --- Spells Known Per Level ---||||||||| | ^| Bonus ^| ^| Known ^|1st |2nd |3rd |4th |5th |6th |7th |8th |9th | |:-----:|:-----------:|:-------------|:--------:|:--:|:--:|:--:|:--:|:--:|:--:|:--:|:--:|:--:| | 1st | +2 | Blood Magic, Blood sacrifice, Carnage Slots | 2 | 2 | — | — | — | — | — | — | — | — | | 2nd | +2 | Blood Bond | 2 | 3 | — | — | — | — | — | — | — | — | | 3rd | +2 | Blood Healing, Redflow Infusions | 2 | 4 | 2 | — | — | — | — | — | — | — | | 4th | +2 | Ability Score Improvement | 3 | 4 | 3 | — | — | — | — | — | — | — | | 5th | +3 | Enhanced Blood Bond, Blood Curse | 3 | 4 | 3 | 2 | — | — | — | — | — | — | | 6th | +3 | --- | 3 | 4 | 3 | 3 | — | — | — | — | — | — | | 7th | +3 | Master of The Blood | 3 | 4 | 3 | 3 | 1 | — | — | — | — | — | | 8th | +3 | Ability Score Improvement | 3 | 4 | 3 | 3 | 2 | — | — | — | — | — | | 9th | +4 | Blood Mastery | 3 | 4 | 3 | 3 | 2 | 1 | — | — | — | — | | 10th | +4 | Malefic Chemist | 3 | 4 | 3 | 3 | 2 | 1 | — | — | — | — | | 11th | +4 | Master Sanguimancer, Blood Mastery (Improved) | 4 | 4 | 3 | 3 | 2 | 1 | 1 | — | — | — | | 12th | +4 | Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | 1 | 1 | — | — | — | | 13th | +5 | --- | 4 | 4 | 3 | 3 | 2 | 1 | 1 | 1 | — | — | | 14th | +5 | Blood Teleportation, Blood Curse (Improved) | 4 | 4 | 3 | 3 | 2 | 1 | 1 | 1 | — | — | | 15th | +5 | --- | 4 | 4 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | — | | 16th | +5 | Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | — | | 17th | +6 | Sanguine Aura | 4 | 4 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | 1 | | 18th | +6 | --- | 4 | 4 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | 1 | | 19th | +6 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | 1 | | 20th | +6 | Blood Ascendence | 4 | 4 | 3 | 3 | 3 | 2 | 2 | 2 | 1 | 1 | }} ## 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:** :: Light armour, Medium Armour **Weapons:** :: Simple weapons, Martial weapons **Tools:** :: None **Saving Throws:** :: Constitution, Intelligence **Skills:** :: Choose 2 from Arcana, Medicine, Insight, {{pageNumber 2}} \page Persuasion, Intimidation, Survival #### Spellcasting Ability **Spellcasting Ability**:: = Constitution **Spell save DC**:: = 8 + your proficiency bonus + your Constitution modifier **Spell attack modifier**:: = your proficiency bonus + your Constitution #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - a simple weapon - (*a*) a component pouch or (*b*) arcane focus - (*a*) a scholar’s robes or (*b*) light armour - (*a*) a healer's kit or (*b*) an explorer's pack - **Starting Gold**: 5d4 × 10 gold pieces --- {{footnote PART 1 | SANGUIMANCY}} ## Class Abilities ### Level 1 Abilities **Blood Magic (BP Mechanic):** You gain the ability to manipulate your own blood (and the blood of others) to fuel your spells. Whenever you take all but force, blugeoning, and psychic damage, you gain a quarter of the damage dealt as Blood Points (BP), rounded down. BP is used to cast spells in place of spell slots. You can hold a maximum of 3 + 2 × your Sanguimancer level BP. **Carnage Slots:** On your turn you can convert **BP** into spell slots. This action is a free action and does not consume one of your actions during your turn. These spell slots last for 24 hours. There is a max amount of slots you can make. ##### Carnage Slot Conversion | BP Needed | Spell Slot Level | Max Spell slots | |:------------------|:-----:| :-------------:| | 3 | 1 | 5 | 6 | 2 |4 | 9 | 3 |4 | 12 | 4 |4 | 15 | 5 |3 | 18 | 6 |3 | 21 | 7 |3 | 24 | 8 |2 | 27 | 9 |1 **Blood Sacrifice:** You can sacrifice your own hit dice to fuel your magic. As a bonus action, you can sacrifice as much hit dice as you want to gain the equivalent amount of BP. The conversion rate is 1 hit die for 4 BP --- ### Level 2 Abilities **Blood Bond:** You can create a bond between yourself and another creature. As a bonus action, you can spend 4 BP to link your life force to another creature within 30 feet. For the next minute, any damage dealt to that creature causes you to gain BP equal to half the damage dealt (rounded down). This link ends early if you fall unconscious or if the creature dies. You can use this ability twice per short or long rest. --- ### Level 3 Abilities **Blood Healing:** You can use your own blood to heal yourself or others. As an action, you can spend 4 BP to heal a creature within 30 feet of you for an amount equal to 2 + your Constitution modifier. - Level 3: You can heal yourself or another creature. - Level 5: When using Blood Healing on yourself, you heal for 2d6 + your Constitution modifier. - Level 7: You can now heal for 3d6 + your Constitution modifier. - Level 11: You can heal an additional creature for an additional 4 BP. - Level 15: You now heal 4d6 + your Constitution modifier. - Level 17: You can now heal up to 3 creatures at no additional cost. You may only use Blood Healing twice per long or short rest. **Redflow Infusions** You gain the ability to twist your spells to suit your needs. You gain two of the following Redflow Infusion options of your choice. You gain another one at 10th and 17th level. You can use only one Redflow Infusion option on a spell when you cast it. - Heart Overtime Costs: 2 BP. When you cast a spell that deals damage, you can choose to spend 2 BP to empower the spell. For the duration of the spell’s effect, the damage is increased by your Constitution modifier (minimum of +1). - Sanguine Reach Costs: 2 BP. When you cast a spell that has a range of 30 feet or less, you can spend 2 BP to double the range of the spell. - Bloodward Costs: 3 BP. You can enhance your defenses by drawing upon the strength of your own blood. When you cast a spell that grants you a bonus to your AC or resistance to damage, you can spend 3 BP to increase that bonus or resistance by an amount equal to your Constitution modifier (minimum of +1) for 1 minute. {{pageNumber 3}} - Crimson Echo Costs: 2 BP. When you cast a spell that deals damage, you can choose to have the spell trigger a small echo of its effect. The echo deals half of the original damage and applies immediately after the primary effect. The echo lasts for 1 round. \page - Vampiric Infusion Cost: 3 BP. When you cast a healing spell, you can spend 3 BP to have the spell also heal you for an additional amount equal to half of the spell’s healing. - Bloodweaving Costs: 4 BP. You can manipulate the blood of others to alter the flow of magic. When you cast a spell that targets a creature with blood (which can be any living creature), you can spend 4 BP to gain advantage on the spell’s attack roll or the creature’s saving throw. --- {{footnote PART 1 | SANGUIMANCY}} ### Level 5 Abilities **Enhanced Blood Bond:** Your Blood Bond ability improves. You can now bond with up to 2 creatures at once. Additionally, when you take damage through the bond, you can choose to take half of the damage yourself, and the other half is shared equally among the bonded creatures (rounded down). You can now also use this ability three times per long rest. **Blood Curse:** You can curse creatures with your blood magic. As a bonus action, you can curse a creature within 60 feet. The target must make a Constitution saving throw against your spell DC. On a failed save, the creature is cursed for 1 minute, suffering +1d6 to all attacks made against the creature and disadvantage on attack rolls and saving throws. On a successful save, the creature is not cursed but takes 1d6 necrotic damage. You can use this ability once per short or long rest. --- ### Level 7 Abilities {{watercolor6,top:20px,left,width:300px,background-color:#BBAD82,opacity:80%}} **Master of the Blood:** You can now summon and control blood elementals. As an action, you can spend 5 BP to summon a Blood Elemental. The creature remains under your control for 1 hour or until it is destroyed. The creature uses your spellcasting modifier for attack rolls and saving throws. This creature has it's own turn in initative. {{note {{quote A blood elemental is a malleable and obedient servant, but only if its creator maintains focus and control. While relatively weak compared to greater elementals, their strength lies in their ability to be commanded with precision, turning their liquid form into a valuable tool for various uses. {{attribution Malrik Veyne}} }} }} ___ {{monster,frame > ## Blood Elemental >*Medium Elemental, Neutral* > ___ > - **Armor Class** 13 (natural armour) > - **Hit Points** 45 (6d8+18) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|14 (+2)|16 (+3)|6 (-2)|10 (+0)|8 (-1)| >___ > **Saving Throws** DEX +4, CON +5 > **Condition Immunities** Blinded, Charmed, Frightened, Paralyzed, Poisoned > **Damage Immunities** Poison, Necrotic > **Damage Resistances** Bludgeoning Piercing and Slashing from non magical sources > **Senses** Darkvision 60 ft., Passive Perception 10 > **Languages** Understands Common but can’t speak > **Challenge** 2 (450 XP) > ___ > ***Blood Form.*** The Blood Elemental is made of semi-solid blood. It can move through spaces as narrow as 1 inch wide without squeezing, and it can pass through a creature's space without provoking opportunity attacks. >***Blood Drain.*** When the Blood Elemental hits a creature with a melee attack, the target must succeed on a DC 13 Constitution saving throw or suffer 1d6 necrotic damage, and the Blood Elemental regains hit points equal to the necrotic damage dealt. >***Blood Sense.*** The Blood Elemental can sense the presence of creatures with blood within 60 feet of it, even if they are behind total cover. It cannot sense creatures that are immune to necrotic damage or lack blood. > > ### Actions > ***Multiattack.*** The Blood Elemental makes two Blood Slam attacks. >***Blood Slam.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 2) bludgeoning damage plus 4 (1d8) necrotic damage. >***Blood Vortex (Recharge 5-6).*** The Blood Elemental creates a swirling vortex of blood within a 10-foot radius centered on itself. Each creature within the area must make a DC 13 Strength saving throw or be pulled 5 feet toward the center of the vortex and take 2d6 necrotic damage. A creature that succeeds on the saving throw takes half as much damage and is not pulled. }} --- ### Level 9 Abilities **Blood Mastery:** You can now freely manipulate the blood of others. As an action, you can target one creature within 60 feet and spend 7 BP to control its movements. The creature must make a Constitution saving throw or be paralyzed for 1 minute. On a successful save, the creature is not paralyzed but still takes 2d6 necrotic damage. You may control only one creature at a time, and the creature can {{pageNumber 4}} \page make a Constitution saving throw at the end of each of its turns to break free. You may use this ability twice per long rest. --- ### Level 11 Abilities **Master Sanguimancer:** Your control over blood magic deepens. You can now use your Blood Healing ability a second time per short rest or use Blood Channeling twice before requiring a long rest. **Blood Mastery (Improved):** You gain greater control over blood manipulation. As an action, you may target one creature within 60 feet, spending 7 BP to manipulate its blood to deal 3d6 necrotic damage immediately and also reduce its movement speed by 10 feet for 1 minute. The target can make a Constitution saving throw to halve the damage and avoid the speed reduction. --- {{footnote PART 1 | SANGUIMANCY}} ### Level 14 Abilities **Blood Teleportation:** You gain the ability to teleport between pools of blood exposed to the naked eye. As a bonus action, you can teleport to any pool of blood within 90 feet. This can be the blood of a creature, a puddle of blood, or even your own blood. **Blood Curse (Greater):** You can now curse creatures more effectively, although this feature replaces the inferior version. As an action, curse a creature within 60 feet. This curse lasts 1 hour and inflicts the following effects: - Disadvantage on attack rolls - Disadvantage on saving throws - The target takes 2d6 necrotic damage at the start of each of its turns. You can use this ability once per long rest. --- ### Level 17 Abilities **Sanguine Aura:** As an action, you can activate a 30-foot-radius aura centered on yourself. This action costs 15 BP to activate, and the aura lasts until the end of your next turn unless you spend 10 BP at the start of each subsequent turn to maintain it. While the aura is active, you can choose one of the following effects at the start of your turn: - **Crimson Vitality:** All creatures of your choice in the aura regain 2d8 + your Constitution modifier hit points. - **Scarlet Ruin:** All creature of your choice within/inside the area must make a Constitution saving throw, taking 2d8+ Constitution modifier necrotic damage or half as much on a successful save. --- ### Level 20 Abilities **Blood Ascendance:** You can channel the pure essence of blood magic to transcend your mortal limits. As a bonus action, you can spend 25 to gain a temporary +2 bonus to your Constitution and Intelligence scores, up to a maximum of 24 for each. Additionally, for the next 10 minutes, you gain the following benefits: - Spell slots cost 5 BP less - Your healing spells restore maximum possible hit points. - When you deal damage with a spell, you can spend 1 additional BP to deal extra necrotic damage equal to twice your level. - You gain advantage on all Constitution and Intelligence saving throws. Once you use this ability, you cannot use it again until after a long rest. {{imageMaskCorner11,--offsetX:50%,--offsetY:-50%,--rotation:0 ![](https://i.pinimg.com/736x/76/41/97/7641975c52a146bc303fb39963f266e2.jpg){10cm,height:60%,right:0%,bottom:-22%} }} {{pageNumber 5}} \page {{partCover}} # PART 2 ## Spells {{imageMaskEdge7,--offset:10cm,--rotation:180 ![Background image](https://diydiamondpaintings.com/cdn/shop/products/dragonvault-blood-mage-warcraft-1.jpg?v=1705391116.png){position:absolute,bottom:0,left:-21%,height:100%,width:150%} }} \page {{spellList,wide ### Spell List - ##### Cantrips (0 Level) - Bloodlash - Sanguine Shield - Blood Echo - Blood Mark - Sanguine Tendrils - Blood Whispers - Hemorrhage - Blood Drip {{footnote PART 2 | SPELLS}} ##### 1st Level - Crimson Blade - Sanguine Rush - Vampiric Curse - Hemorrhagic Blast - Blood Puppeteer - Sanguine Barrier - Blood Frenzy - Crimson Vortex - Blood Siphon ##### 2nd Level - Crimson Lash - Sanguine Theft - Blood Puppet Mastery - Energy Surge - Crimson Aegis ##### 3rd Level - Violent Hemorrhage - Blood Tether - Sanguine Surge - Bloodflame Torrent - Vampiric Grasp ##### 4th Level - Crimson Overload - Blood Puppeteer - Hemorrhagic Vortex - Sanguine Ascendant ##### 5th Level - Sanguine Cataclysm - Blood Rebirth - Crimson Torrent - Blood of the Fallen ##### 6th Level - Sanguine Apocalypse - Master Control Blood Puppet - Hemorrhagic Vortex, Greater - Sanguine Dominion - Vampiric Rebirth ##### 7th Level - Bloodstorm Cataclysm - Crimson Rebirth - Blood Monarch’s Wrath - Crimson Devourer ##### 8th Level - Sanguine Destruction - Blood of the Fallen Gods - Crimson Eclipse - Sanguine Tyranny ##### 9th Level - Bloodsoaked Apocalypse - Ultimate Mass Life Drain - Eternal Bloodstorm {{note ##### To clear some confusion All spells require just **Verbal** and **Semantic** components. }} {{imageMaskEdge3,--offset:0%,--rotation:0 ![](https://static1.cbrimages.com/wordpress/wp-content/uploads/2022/02/blood-magic.jpg?q=50&fit=crop&w=1140&h=&dpr=1.5.jpg){height:65%,right:-45%} }} }} {{pageNumber 6}} \page # Cantrips #### Bloodlash *Cantrip* You conjure a whip made of your own blood and lash out at a creature within 30 feet. Make a ranged spell attack. On a hit, the target takes 1d8 necrotic damage. #### Sanguine Shield *Cantrip* You create a temporary shield of blood that surrounds your body. For 1 minute, gain temporary hit points equal to your Constitution modifier. #### Blood Echo *Cantrip* {{footnote PART 2 | SPELLS}} You send a burst of blood magic into the ground, causing a shockwave to ripple outward. All creatures within a 10-foot radius must make a Constitution saving throw or take 1d6 necrotic damage. #### Blood Mark *Cantrip* You mark a creature with a drop of your blood. For the next minute, you can track its movement and gain advantage on any attack rolls against it. The creature also takes 1d4 necrotic damage whenever it is within 30 feet of you at the start of your turn. #### Sanguine Tendrils *Cantrip* You summon blood-infused tendrils to lash out at a creature within 30 feet. The target must succeed on a Strength saving throw or be grappled for 1 minute and must make an escape roll every turn. #### Blood Whispers *Cantrip* You connect your senses to the blood of a creature within 30 feet and gain insight into its emotional state. You can also communicate with the creature telepathically for 1 minute. #### Hemorrhage *Cantrip* You cause a creature's blood vessels to rupture slightly. Choose a creature within 30 feet; it must make a Constitution saving throw or take 1d4 necrotic damage for half a minute at the start of it's turn. #### Blood Drip *Cantrip* You cause a drop of your own blood to fall onto the ground, creating a glowing pool of blood within a 5-foot radius. The blood lasts for 1 minute and sheds dim light in a 10-foot radius. ## 1st Level Spells #### Crimson Blade *1st level Blood Magic* You forge a blade of blood that you can wield as a weapon. It lasts for 1 minute and deals 2d6 necrotic damage on a hit. The blade is considered magical. {{note {{quote Ah, the Crimson Blade! A masterpiece of our art, forged not from steel but the very lifeblood of its wielder. Its edge is a testament to control and sacrifice, a weapon that speaks of unparalleled discipline. To summon such a blade is to declare mastery over one's own essence, turning vulnerability into a weapon of unrivaled elegance and power. Truly, there is no finer symbol of a sanguimancer's will. {{attribution Malrik Veyne}} }} }} #### Sanguine Rush *1st level Blood Magic* You use your own blood to enhance your reflexes. For 1 minute, you gain advantage on Dexterity-based checks and saving throws, and your movement speed increases by 10 feet. #### Vampiric Curse *1st level Blood Magic* You curse a creature within 30 feet, causing it to suffer a bleeding wound. The target takes 2d4 necrotic damage at the start of each of its turns for 1 minute or until it receives magical healing. --- #### Hemorrhagic Blast *1st level Blood Magic* You cause a creature's blood vessels to rupture violently. The target must make a Constitution saving throw or take 1d8 necrotic damage. On a successful save, it takes half damage. --- #### Blood Puppeteer *1st level Blood Magic* You seize control over a creature’s blood flow, briefly manipulating its movements. Choose a creature within 30 feet that has blood. The creature must make a {{pageNumber 7}}Strength saving throw or be forced to move up to 10 feet in any direction. --- #### Sanguine Barrier *1st level Blood Magic* You create a barrier of blood around yourself or a willing creature within 30 feet. The barrier grants temporary hit points equal to 1d8 + your Constitution modifier, lasting for 1 hour or until depleted. {{footnote PART 2 | SPELLS}} --- #### Blood Frenzy *1st level Blood Magic* You sacrifice a small portion of your blood to heal a creature within 30 feet. The target regains hit points \page equal to 1d6 + your Constitution modifier. --- #### Crimson Vortex *1st level Blood Magic* You summon a vortex of swirling blood around a creature within 30 feet. The target must make a Strength saving throw or be pulled 10 feet towards you and take 1d8 necrotic damage. --- #### Blood Siphon *1st level Blood Magic* You siphon the life force from a creature within 30 feet, draining its blood and restoring your own vitality. The target must make a Constitution saving throw or take 1d6 necrotic damage. You regain hit points equal to half the damage dealt. ## 2nd Level Spells #### Crimson Lash *2nd level Blood Magic* You summon a whip of blood to strike at a creature within 30 feet. The whip is considered magical and deals 3d6 necrotic damage on a hit. --- #### Sanguine Theft *2nd level Blood Magic* You steal life force from a creature within 30 feet. The creature must make a Constitution saving throw or take 3d6 necrotic damage. You regain hit points equal to half the damage dealt. --- #### Blood Puppet Mastery *2nd level Blood Magic* You take control of a creature's blood flow. Choose one creature within 30 feet. The creature must make a Strength saving throw or be forced to take one action (such as attacking, moving, or casting a spell) of your choice. --- #### Energy Surge *2nd level Blood Magic* You boost the blood flow in a creature's body, energizing them for a brief moment. One creature within 30 feet gains advantage on their next attack roll or saving throw. --- #### Crimson Aegis *2nd level Blood Magic* You create a shield made of hardened blood that grants you or a creature within 30 feet resistance to all but force damage for 1 minute. --- ## 3rd Level Spells #### Violent Hemorrhage *3nd level Blood Magic* You cause the blood vessels of a creature within 60 feet to rupture violently. The target must make a Constitution saving throw or take 4d6 necrotic damage. On a successful save, the target takes half damage. --- #### Blood Tether *3nd level Blood Magic* You create a mystical link between yourself and a creature within 60 feet, draining its vitality while replenishing your own. For 1 minute, whenever the target takes damage, you regain half the damage dealt as hit points. --- #### Sanguine Surge *3nd level Blood Magic* You channel the power of your own blood to cast a powerful burst of energy. All creatures in a 20-foot radius around you must make a Constitution saving throw or take 3d6 necrotic damage. You also gain advantage on your next saving throw. --- #### Bloodflame Torrent *3nd level Blood Magic* You conjure flames made of searing blood that erupts from your hands, causing 4d6 necrotic damage in a 15-foot cone. Each creature in the area must make a Dexterity saving throw or take full damage. --- #### Vampiric Grasp *3nd level Blood Magic* You reach out with your blood magic, draining the life force of a creature within 30 feet. The target must make a Strength saving throw or be pulled toward you by 20 feet and take 3d6 necrotic damage. You regain hit points equal to half the damage dealt. ## 4th Level Spells #### Crimson Overload *4th level Blood Magic* You violently overload the blood of a creature within 60 feet, causing them to explode in a burst of blood and necrotic energy. The target must make a Constitution saving throw or take 6d6 necrotic damage and be stunned until the start of your next turn. {{pageNumber 8}} --- #### Blood Puppeteer *4th level Blood Magic* Whenever a creature you can see within 30 feet of you is reduced to 0 HP, you can spend a reaction to raise that creature as an ally under your control for 1 minute. The creature is only half healed and becomes an ally, following your commands. After the effect ends, the creature is promptly destroyed forever. --- {{footnote PART 2 | SPELLS}} #### Hemorrhagic Vortex *4th level Blood Magic* \page You create a swirling vortex of blood around a creature within 30 feet, ripping at its insides. The target must make a Constitution saving throw or take 5d6 necrotic damage and become grappled by the vortex. They can attempt to break free with a Strength or Dexterity saving throw at the end of each of their turns. --- #### Sanguine Ascendant *4th level Blood Magic* You become one with the blood around you, temporarily gaining immense power. For 1 minute, you gain resistance to all damage types, your movement speed increases by 30 feet, and your attacks deal an extra 2d6 necrotic damage. --- ## 5th Level Spells #### Sanguine Cataclysm *5th level Blood Magic* You unleash a cataclysmic eruption of blood, causing a 30-foot radius of destruction. All creatures within the radius must make a Constitution saving throw or take 8d6 necrotic damage and be knocked prone. On a successful save, they take half damage and are not knocked prone. --- #### Blood Rebirth *5th level Blood Magic* You tap into the deepest power of your blood, sacrificing some of your vitality to heal others. You can spend up to 50% of your current hit points (rounded down) to heal another creature within 30 feet by an equal amount. The target also gains temporary hit points equal to the amount healed for 1 hour. --- #### Crimson Torrent *5th level Blood Magic* You summon a torrent of blood that sweeps across the battlefield, dealing massive damage to enemies in a 60-foot line. All creatures in the line must make a Dexterity saving throw or take 7d6 necrotic damage, and be pushed 10 feet away from the center of the line. --- #### Blood of the Fallen *5th level Blood Magic* You tap into the blood of the recently deceased, resurrecting fallen allies. You can bring back a dead creature that died within the last hour with full hit points, but their body is left weakened. For 1 hour, the creature is unable to regain hit points except through your blood magic, and they have disadvantage on all attack rolls, saving throws, and ability checks. --- ## 6th Level Spells #### Sanguine Apocalypse *6th level Blood Magic* You open a rift in the fabric of life itself, causing a cataclysmic burst of blood and necrotic energy to erupt from the ground in a 50-foot radius centered on a point within 100 feet. All creatures within the area must make a Constitution saving throw or take 10d6 necrotic damage and be knocked unconscious for 1 minute. On a successful save, they take half damage and are not knocked unconscious. --- #### Master Control Blood Puppet *6th level Blood Magic* You take full control of a creature’s blood, turning it into an extension of your will. Choose a creature within 60 feet that is not immune to being charmed. For 1 minute, you can control the creature's actions as if you were casting the puppet spell on it. The creature can make a Wisdom saving throw at the end of each of its turns to break free. --- #### Hemorrhagic Vortex, Greater *6th level Blood Magic* You create a massive blood vortex around a creature within 30 feet, violently tearing at its insides. The target must make a Constitution saving throw or take 9d6 necrotic damage and become incapacitated for 1 minute, as their body is ravaged by the swirling vortex. The creature can attempt to break free with a Strength or Dexterity saving throw at the end of each of its turns. --- #### Sanguine Dominion *6th level Blood Magic* You become the master of blood and life energy, gaining the ability to drain the life force from enemies in your presence. For 1 minute, all creatures within 30 feet of you must make a Constitution saving throw or take 4d6 necrotic damage at the start of their turn. You regain hit points equal to half the damage dealt. --- #### Vampiric Rebirth *6th level Blood Magic* You sacrifice your own life essence to create a powerful vampiric form. For 10 minutes, you gain the following benefits: you have advantage on all attack rolls, saving throws, and ability checks; your attacks deal an additional 4d6 necrotic damage; and you heal for half the damage you deal. However, every time you cast a spell, you lose 2d6 hit points. --- ## 7th Level Spells {{pageNumber 9}} #### Bloodstorm Cataclysm *7th level Blood Magic* You cause a cataclysmic storm of blood and necrotic energy to rain down in a 100-foot radius centered on a point you can see within 200 feet. All creatures within the area must make a Constitution saving throw or take 12d6 necrotic damage and be knocked unconscious for 1 minute. On a successful save, they take half damage and are not knocked unconscious. {{footnote PART 2 | SPELLS}} --- #### Crimson Rebirth \page *7th level Blood Magic* You sacrifice your own life force to bring a dead creature back to life. Choose a creature that has been dead for no more than 1 hour. They are revived with full hit points, but you lose 50% of your current hit points (rounded down). The resurrected creature has advantage on saving throws for 1 hour and resistance to all damage types for 1 hour. --- #### Blood Monarch’s Wrath *7th level Blood Magic* You summon the full power of your blood, becoming a master of necrotic energy for 10 minutes. You gain the following benefits: you have advantage on all attack rolls and saving throws, your attacks deal an additional 5d6 necrotic damage, and when you deal damage, you can heal yourself for half the damage dealt. --- #### Crimson Devourer *7th level Blood Magic* You rip the heart from a creature within 60 feet of you, causing them to take 15d6 necrotic damage as their life force is drained. The creature must make a Constitution saving throw or be reduced to 0 hit points. If the creature is reduced to 0 hit points, you gain temporary hit points equal to twice the damage dealt and can regain 2d6 hit points. --- 8th Level Spells #### Sanguine Destruction *8th level Blood Magic* You unleash a massive wave of blood-infused destruction in a 200-foot radius centered on a point you can see within 300 feet. All creatures within the area must make a Constitution saving throw or take 18d6 necrotic damage and be knocked prone. On a successful save, they take half damage and are not knocked prone. The area becomes drenched in blood, creating difficult terrain for 1 minute. --- #### Blood of the Fallen Gods *8th level Blood Magic* You invoke the power of ancient blood magic, calling upon the essence of fallen gods to grant you immense power. For 10 minutes, you gain the following benefits: your attacks deal an additional 6d6 necrotic damage, you gain resistance to all damage types, and any creature that makes a melee attack against you takes 4d6 necrotic damage. --- #### Crimson Eclipse *8th level Blood Magic* You cause the sky to darken with the power of blood magic, creating an eclipse that casts a shadow over a 60-foot radius centered on you. All creatures within the radius must make a Charisma saving throw or take 14d6 necrotic damage and have their maximum hit points reduced by half for 1 hour. A successful saving throw means they take half damage, and their hit point maximum is not reduced. --- #### Sanguine Tyranny *8th level Blood Magic* You seize control of the blood of all creatures within a 90-foot radius. For 1 minute, you can control the actions of all creatures within the radius as if they were your puppets. They must make a Constitution saving throw each turn to break free of your control. You can spend 1 BP per creature per turn to force them to take an action or move on your command. --- ## 9th Level Spells #### Bloodsoaked Apocalypse *9th level Blood Magic* You unleash the full fury of blood magic, creating a cataclysmic wave of necrotic energy and blood that erupts in a 500-foot radius centered on you. All creatures within the area must make a Constitution saving throw or take 20d6 necrotic damage, and be knocked prone and blinded for 1 minute. The area becomes drenched in blood, creating difficult terrain for 1 hour. Creatures who fail the saving throw also suffer from 1d6 necrotic damage at the start of each of their turns for 1 minute. --- #### Ultimate Mass Blood Drain *9th level Blood Magic* You siphon the life force of every living creature within a 150-foot radius, causing them to bleed uncontrollably. All creatures within the area must make a Constitution saving throw or take 18d6 necrotic damage and have their maximum hit points reduced by half for 1 hour. You gain half of the total damage dealt as temporary hit points, and creatures that fail the saving throw are also slowed for 1 hour. --- #### Eternal Bloodstorm *9th level Blood Magic* You summon an endless storm of blood-infused destruction that lasts for 1 hour, covering a 300-foot radius. All creatures within the area must make a Constitution saving throw or take 25d6 necrotic damage, and suffer the effects of being blinded and paralyzed. The storm causes creatures to take 5d6 necrotic damage at the start of each of their turns. {{pageNumber 10}} \page # Credits My sincere thanks to every single artist who made these images I used in this booklet. I will be sure to link all of the locations in which I found this art. If you are the original creator and I used a site that stole your art, don't be afraid to reach out to me on discord: @UnusualDeal or youtube: [YT link](https://youtube.com/@UnusualDeal) ### - https://static1.cbrimages.com/wordpress/wp-content/uploads/2022/02/blood-magic.jpg?q=50&fit=crop&w=1140&h=&dpr=1.5 - https://imgur.com/gallery/blood-ties-concept-art-LxTCVgZ - https://imgur.com/gallery/blood-magic-J3yEB9N - https://imgur.com/gallery/blood-magic-ClqCt - https://www.drivethrurpg.com/en/product/439569/the-blood-herald-a-blood-magic-class - https://jp.pinterest.com/pin/804807395900226339/ - https://www.artstation.com/artwork/R3b0vX - https://jp.pinterest.com/pin/804807395925830689/ {{imageMaskEdge3,--offset:0%,--rotation:0 ![](https://static.vecteezy.com/system/resources/thumbnails/000/182/465/small_2x/01_THANK_YOU-01.jpg){height:56%} }} \page {{backCover}} # The Sanguimancer Join the Sanguimancer as they delve into the forbidden art of blood magic, a discipline that manipulates the very essence of life itself. Born from ancient rituals or an innate connection to the currents of vitality, Sanguimancers walk a path fraught with peril and power. Their magic is visceral, raw, and deeply personal, drawn from the blood that sustains all living things and molded into a tool of destruction or salvation. : Explore the dichotomy of their existence—feared as harbingers of death, yet capable of miraculous acts of preservation. The Sanguimancer wields life force as both a weapon and a shield, bending it to their will to drain the vitality of foes or restore allies to health. Their journey is one of sacrifice and defiance, as they balance the cost of their power against the unwavering resolve to achieve their goals. : Prepare to face the moral and physical challenges that define the Sanguimancer's path. Will you embrace the darker side of their magic, sacrificing others for personal gain, or will you tread the fragile line of redemption, using your forbidden powers to protect and heal? The choice is yours, but the price of blood is always exacted. ___ Made for Dungeons & Dragons 5e. ![background image](https://imgur.com/H6piDaq.jpg){position:absolute,bottom:0,left:0,height:100%} {{logo ![](/assets/naturalCritLogoWhite.svg) Homebrewery.Naturalcrit.com }}