Base Class: Wizard
The School of Sanguimancy explores the powers behind the life-force flowing through most living beings, blood. You focus your study on manipulating the blood flowing through your own veins to create powerful spells and binding rituals. Sanguinists are frowned upon heavily in society, not as much as Necromancy but the practice of Sanguimancy is usually outlawed in the various states of civilization due to the vast amount of students practicing this field to accidentally kill themselves or others in their studies.
Blood Weapon
Beginning when you select this school at 2nd level, you can spend a Bonus Action to prick the palm of your hand and take 2 (1d4) piercing damage as a simple weapon made of blood forms in your open hand. The conjured weapon shares the statistics of the weapon it takes the form of and you are proficient with it.
While the weapon is still active and drawn you can repeat the same Bonus Action and change the weapon into another simple weapon and take only 1 point of piercing damage. The weapon lasts until sheathed, dropped or after 8 hours have passed.
When you reach 8th level you can form your Blood Weapon into martial weapons. The conjured weapon shares the statistics of the weapon it takes the form of and you are proficient with it.
You are only proficient with weapons made using this feature.
Tapping Veins
Starting at 2nd level, you can slice open a vein on your body and increase the potency of your spells. When casting a spell that requires an Action and that deals damage you can spend a Bonus Action to slice open a vein on your body and increase the damage capabilities of the spell by 1d4.
Upon slicing your vein open you take 1d4 of piercing or slashing damage and your maximum hit-points are lowered by this amount until after you finish a Long Rest. This number also scales when you level up to match the damage bonus.
The damage dice bonus increases at higher levels.
3rd [3d4], 6th [5d4], 9th [7d4], 12th [9d4], 15th [11d4], 18th [13d4].
If the spell is not a damage based spell this feature has no effect.
Sanguine Circle
Starting at 6th level, you open up a major vein on your body taking 3 (1d6) slashing or piercing damage of your choice and begin drawing a large summoning circle with your blood. Drawing the summoning circle takes 1 round, and the circle has a radius of 10 feet. The circle lasts for 1 minute, until you're incapacitated, unconscious or dead.
Upon completion, you can stand inside the circle and spend an Action concentrating on bringing something forth through the circle. Roll a d100 and consult the following table to determine what you pull forth. You can do this as long as the circle is active.
You can create this circle as much as your Intelligence modifier per Long Rest, and if a fiend summoned in this manner stays in the Material Plane for 1 hour before being pulled back from whence it came. Once summoned, the fiend must succeed on a Wisdom Saving Throw equal to your Spell DC otherwise it must protect you, and your allies for 1 hour.
| d100 | Effect |
|---|---|
| 01-05 | A demiplane as per the demiplane opens up 5-feet in front of you. The surfaces of this room are slick with blood. However, things do not remain trapped in this demiplane and you can re-open the doorway with an action. Once the doorway has been re-opened, the demiplane closes until this effect happens again and all creatures that would be trapped inside appear in an unoccupied space within 5-feet of where the doorway was. |
| 06-10 | A lemure is summoned. |
| 11-15 | Blood begins to pool out of the circle in a 60-foot radius. The blood is three-feet deep and is considered difficult terrain. The blood disappears after 1 minute. |
| 16-20 | Blood begins raining down from the sky in a 30-feet radius around the circle. All creatures of your choosing that start their turn inside the rain gain temporary hit-points equal to your wizard level. |
| 21-25 | A spear made of blood jettisons from the circle to a creature of your choosing within 30-feet of you. The creature must succeed on a DC Dexterity Save against your Spell Save DC or take 17 (5d6) piercing damage, or half as much on a success. This damage is considered magical. |
| 26-30 | You summon a Blood Elemental. It has the statistics of a water elemental. You can give it a command as a Bonus Action, and it acts at the end of your turn. It lasts for 1d4 rounds. |
| 31-35 | You and the circle teleport to a random location within 100-feet. |
| 36-40 | You summon ahell hound. |
| 41-45 | Blood surges out from you in a healing wave of energy. Any unconscious allies within 30-feet of you are stabilized. This wave of energy also functions as a lesser restoration spell. |
| 46-50 | The circle backfires and you take an additional 10 (3d6) force damage. |
| 51-55 | A solid dome of protective blood that looks like a large scab forms around the circle. This dome lasts for 1 minute or until destroyed. The dome has an AC of 20 and 45 hit points. It is immune to poison and psychic damage. All creatures inside the dome have total cover. The dome can be dispelled with a dispel magic spell, or can be destroyed with a [Tooltip Not Found]. |
| 56-60 | Large, spectral wings made of blood grow out of your back. You gain a fly speed of 30 feet for 1 minute. |
| 61-70 | You summon a succubus or incubus. |
| 71-75 | You gain resistance to a damage type of your choosing for 1 minute. |
| 76-80 | The circle connects your life-force to a creature of the DM's choosing within 60-feet. When that creature takes damage, you take damage and vice-versa. If the creature is under the effect of a condition, you take on the effect of that condition. The connection ends after 1 minute, or if you become incapacitated. |
| 81-85 | You gain the ability to regenerate for 1 minute. At the start of your turn you heal 5 hit points. If you've taken radiant damage during the previous turn this ability has no effect. Lost limbs can also be restored in this way, but not vital organs or your head. |
| 86-90 | Blood hardens and coats your entire body like an exoskeleton. For 1 minute you have a +5 bonus to your AC. |
| 91-95 | You summon a glabrezu. |
| 96-00 | The power of the circle is far too powerful and you fall unconscious with 0 hit-points. |
Blood Seal
Beginning at 10th level, you can spend an action to open up one of your veins taking 3 (1d6) piercing or slashing damage and take one minute to begin painting a seal on any solid surface. The seal is invisible and can only be perceived by you, your allies, and any creatures with truesight. Any creature not friendly to you that attempts to step onto the seal or pass within 5-feet of it must succeed on a Dexterity Saving Throw equal to your Spell DC or take 28 (8d6) force damage as they're thrown backwards 20-feet and knocked prone, or half as much on a success and are not knocked prone.
The seal lasts for 8 hours even after being triggered. It can however be removed by dispel magic cast at 5th-level or higher.
You can use this feature once per Long Rest.
Crimson Sigil
Starting at 14th level, you can spend an Action to carve a sigil of a creature's name into your flesh. You finish carving the sigil at the end of your turn in which you take 10 (3d6) slashing damage as you finish carving the sigil. The sigil lasts for 1 minute and while activated the creature's who's name you've carved into your body can't seem to harm you. You have immunity against all non-magic attacks from the declared creature, and you do not provoke opportunity attacks from the creature.
The sigil can be dispelled by dispel magic. After the sigil vanishes you fall unconscious but stable for 1d4 rounds.
You may use this feature once per Long Rest.
Previous Versions
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1/18/2022 8:32:09 PM
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