Base Class: Wizard
Sanguimancers have studied the magic in lifeblood. They can use its power to manipulate creatures, cast spells, or enhance their own biology. Masters of the sanguine, these wizards are no stranger to the concept of death, often sacrificing parts of their own lifeblood to cast spells.
Sanguine Savant
You gain proficiency on Medicine checks and Advantage when determining how long the creature has been dead ( does not apply to constructs or undead). Your knowledge of lifeblood allows you to consume your own lifeblood to focus your arcane abilities (
Sanguine Harvest
At 2nd level, you gain the ability to harvest vials of blood from fallen creatures. Collecting and consuming these samples can modify the of the user and grant them enhanced abilities. At the DM's discretion, consuming samples (either by drinking them or using them to cast spells) will grant the player temporary abilities specific to the creature the sample is harvested from.
For example: a vial of red dragon's blood may grant the user a 1-time use breath weapon. The exact parameters may be altered at the DM's discretion.
Samples can only be taken from a creature that has died within the last 24 hours and cannot be taken from undead or constructs.
(It is recommended that custom items are created for each harvest and their effects established between sessions to minimise discussion during combat)
Sanguine Ruiner
At 6th level, you gain the ability to restore 1 spell slot at the highest level at the cost of half your MAX HP. This ability can only be used after ALL spell slots are expended, and is intended at a last ditch attempt at victory.
Sanguine Transfer
You have {spell}Vampiric Touch{spell} prepared.
Did Somebody Say Sanguine?
You gain resistance to necrotic damage.