Base Class: Barbarian
Barbarians who become Sanguine Channelers wield their own life force as a weapon. Their bodies become conduits of raw vitality, allowing them to shape blood, bone, and willpower into primal magic. Unlike traditional spellcasters,Sanguine Channeler do not study arcane formulae or commune with spirits. Instead, they burn their own Hit Points to fuel supernatural abilities, pushing their bodies beyond mortal limits.
Their Constitution grows unnaturally as their flesh adapts to the strain, and their Rage becomes a catalyst that amplifies their vitality magic. A Sanguine Channeler is a juggernaut of living power, a warrior who refuses to fall, even as their own life force ignites the battlefield around them.
Level 3: Sanguine Conduit
At 3rd level, your blood becomes a conduit for primal magic, allowing you to cast spells by burning your own vitality.
Vitality Points
You gain a pool of Vitality Points equal to:
You regain VP when you finish a long rest.
You can exceed this amount during play. There is no maximum limit to how many VP you can have at one time.
This is your spell slot replacement.
Lifeburn
When you have no VP remaining, you may cast Sanguine spells by spending Hit Points.
Damage taken this way cannot be reduced, prevented, or resisted.
This is your backup fuel source.
Vital Constitution
Your Constitution score increases by 1 (to a maximum of 25).
Sanguine Recklessness
When you make your first attack on your turn, you may choose to enter a Sanguine Reckless state.
When you do so:
- You gain advantage on all melee weapon attack rolls and all Sanguine spell attack rolls you make this turn.
- Attack rolls against you have advantage until the start of your next turn.
- The first time you hit a creature with a melee attack or Sanguine ability this turn, you may spend 1 VP (or 5 HP) to deal extra necrotic damage equal to your Constitution modifier.
This ability counts as using Reckless Attack, and you cannot use both on the same turn.
Level 3: Sanguine Spellcasting
At 3rd level, you learn to shape the raw vitality within your blood into primal magic. This magic is fueled by your Vitality Points (VP) and Lifeburn, not spell slots.
Granted Sanguine Cantrips
You automatically learn five Sanguine Cantrips when you gain this feature. These cantrips are unique to this subclass and cannot be replaced.
- Sanguine Bolt
- Blood Surge
- Crimson Defense
- Hemorrhage Spark
- Blood Anchor
You learn one additional Sanguine Cantrip at 6th level, 10th level, and 14th level.
Casting Sanguine Cantrips
You cast a Sanguine Cantrip by spending 1 VP. If you have no VP remaining, you may cast it by spending 5 Hit Points for 2 VP through your Lifeburn feature.
Sanguine Cantrips:
- Can be cast while raging.
- Use Constitution as your spellcasting ability.
- Scale with your Barbarian level.
- Count as Sanguine abilities for all subclass features.
Sanguine Overcast
When you cast a Sanguine Cantrip, you may spend additional VP (or HP through Lifeburn) to empower the spell. Each additional VP spent increases the spell’s damage by one additional damage die, or enhances the spell’s effect as described in the cantrip.
You can spend a maximum number of additional VP this way equal to your Constitution modifier.
Spellcasting Ability
Your spellcasting ability for Sanguine Cantrips is Constitution.
- Spell attack modifier = proficiency bonus + Constitution modifier
- Spell save DC = 8 + proficiency bonus + Constitution modifier
Rage Compatibility
You can cast Sanguine Cantrips while raging, and doing so does not end your Rage.
Level 6: Bloodforged Vitality
Your blood thickens and hardens as your mastery over sanguine power deepens. This transformation reinforces your body and adapts your magic to strike even creatures that lack blood.
Sanguine Fortitude
You gain resistance to necrotic damage. You also have advantage on Constitution saving throws, and you cannot have disadvantage imposed on Constitution saving throws by magical effects. In addition, you reduce any poison damage you take by an amount equal to your Constitution modifier (minimum 1).
Bloodforged Strikes
Your melee attacks and Sanguine spells deal full damage to undead, constructs, oozes, and elementals, even if they would normally resist or be immune to necrotic damage. This feature does not bypass immunity to non-necrotic damage types.
Crimson Flow
Your blood magic stabilizes. Once per turn, when you spend Vitality Points (VP), you regain 1 VP at the start of your next turn.
Sanguine Spell Unlock
At 6th level, you learn the spells Blood Nova and Blood Price. You always have these spells prepared, and they do not count against the number of spells you can prepare.
Sanguine Overdrive
Your blood surges with overwhelming power, amplifying both your physical might and your control over sanguine magic. When your vitality rises or falls in battle, your blood reacts violently, empowering your strikes and fueling your spells.
Overdrive Threshold
When you are below half your Hit Point maximum, you enter a heightened state of blood-fueled aggression. While in this state, you gain the following benefits:
- You add your Constitution modifier to all necrotic damage you deal.
- Your melee weapon attacks score a critical hit on a roll of 19 or 20.
- You have advantage on Strength checks and Strength saving throws.
Blood Overflow
When you reduce a creature to 0 Hit Points, you immediately gain 1 Vitality Point (VP). This can occur only once per turn.
Sanguine Spell Unlock
At 10th level, you learn the spell Sanguine Maelstrom. You always have this spell prepared, and it does not count against the number of spells you can prepare.
Level 14: Ascendant Hemomancy
Your blood undergoes a final transformation, becoming a living conduit of violent hemomantic power. Your body regenerates, your vitality surges in battle, and your sanguine techniques overwhelm even the strongest foes.
Crimson Regeneration
At the start of each of your turns, if you have fewer than half your Hit Points, you regain Hit Points equal to your Constitution modifier (minimum 1). This regeneration functions even while you are raging.
Bloodbound Tenacity
When you would be reduced to 0 Hit Points, you can choose to drop to 1 Hit Point instead. When you do, you immediately gain 2 Vitality Points (VP). You can use this feature once per long rest.
Hemorrhagic Echo
When you cast a Sanguine spell that costs more than 3 VP, your blood lashes out with a violent echo of the spell's power. Choose one creature damaged by the spell. That creature takes additional necrotic damage equal to your Constitution modifier, and it has disadvantage on the next saving throw it makes before the end of your next turn.
This effect does not cost VP and cannot trigger more than once per turn.
Sanguine Spell Unlock
At 14th level, you learn Blood Puppet. You always have this spell prepared, and it does not count against the number of spells you can prepare.
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