Sorcerer
Base Class: Sorcerer

Blood is the sanguine source of vitality within all living beings, and you have gained the ability to tap into that well of life energy. Either through the blasphemous rituals of an ancestor or even a vampiric curse in your bloodline, you have inherited the power to harvest magical energy from the lifeblood of living beings including yourself, but this power comes at a cost.

Blood Magic

You learn additional spells as a Sanguimancer, as shown on the Blood Spells table.

Blood Spells

Crimson Vitality

Sanguimancers use their very vitality to power their bloody abilities. Your vitality die changes depending on what level sorcerer you are as shown in the "Vitality Die" chart below.

Vitality Die

SORCERER LEVEL

VITALITY DIE

1st 1d4
6th 1d6
11th 1d8
16th 1d10

 

Vital Exchange

1st-level Sanguimancer Feature

You can freely transpose your sorcerous abilities into vitality and vice versa. As an action you can sacrifice a number of sorcerer hit points equal to a roll of your vitality die, gaining a sorcery point for each vitality die rolled. Additionally, as an action, you can spend a sorcery point, regaining a number of hit points equal to a roll of your vitality die. This feature can be used a number of times up to your CHA modifier between long rests.

Coagulated Armor

1st-level Sanguimancer Feature

With your mastery of your own blood you are able to bolster your defenses against attack. You may add your CHA modifier to your AC.

Blood Maledict

6th-level Sanguimancer Feature

At 6th level, you gain the ability to sacrifice a part of your vital essence to curse and manipulate creatures through blood curses. You know one blood curse of your choice, detailed in the “Blood Curses” section below. You learn one additional blood curse of your choice at 14th, and 18th level. Each time you learn a new blood curse, you can also choose one of the blood curses you know and replace it with another blood curse.

Each time you use your Blood Maledict feature, you choose which curse to invoke from the curses you know and then roll a vitality die and take that much necrotic damage to invoke the curse. Creatures that do not have blood are immune to blood curses. Once you use this feature, you must finish a short or long rest before you can use it again. You can use Blood Maledict twice between rests starting at 14th level and four times starting at 18th level.

Blood Curses

Curse of Agony

18th-level Blood Curse

As a bonus action, you curse a creature that you can see within 30 feet of you, causing its body to swell until the end of your next turn. For the duration, the creature has disadvantage on Strength checks and Dexterity checks, and takes 1d8 necrotic damage if it makes more than one attack during its turn.

Curse of Corrosion

18th-level Blood Curse

As a bonus action, you cause a creature within 30 feet of you to become poisoned. The cursed creature can make a Constitution saving throw at the end of each of its turns, ending the curse on itself on a success.

Curse of Exposure

6th-level Blood Curse

When a creature you can see within 30 feet of you takes damage from an attack or spell, you can use your reaction to temporarily weaken its resilience. Until the end of the target’s next turn, it loses resistance to all the damage types dealt by the triggering attack or spell (including for that triggering effect).

Curse of Gluttony

18th-level Blood Curse

When a creature that isn’t a construct or undead is reduced to 0 hit points within 30 feet of you, you can use your reaction to consume their life energy in exchange for power. Until the end of your next turn, you make attacks with advantage and you have resistance to all damage.

Curse of Retribution

14th-level Blood Curse

When you have taken damage from an attack or spell from a creature within 5ft, you can use your reaction to roll one vitality die and the attacking creature must take that much necrotic damage.

Curse of the Anxious

6th-level Blood Curse

As a bonus action, you harry the body or mind of a creature within 30 feet of you, making them susceptible to forceful influence. Until the end of your next turn, Charisma (Intimidation) checks made against the cursed creature have advantage.

Curse of the Eyeless

14th-level Blood Curse

When a creature you can see within 30 feet of you makes an attack, you can use your reaction to roll one vitality die and subtract the number rolled from the creature’s attack roll. You can choose to use this feature after the creature’s roll, but before the DM determines whether the attack hits or misses. The creature is immune to this curse if it is immune to the blinded condition.

Curse of the Mind

6th-level Blood Curse

As a bonus action, you curse a creature that you can see within 30 feet of you that is concentrating on a spell or using a feature that requires concentration. That creature has disadvantage on the next Constitution saving throw it makes to maintain concentration before the end of your next turn.

Curse of the Puppet

14th-level Blood Curse

When a creature you can see within 30 feet of you drops to 0 hit points, you can use your reaction to instill that creature with a final act of aggression. The creature immediately makes one weapon attack against a target of your choice within its range.

Blood Transfusion

14th-level Sanguimancer Feature

By transfusing your blood into a single willing creature you create a mystic connection between you and the target creature. If the target is within 120ft of you and takes damage you may dismiss the ward and take up to a number of rolls of your vitality die's worth of the damage equal to your CHA modifier. By dismissing this ward that damage only affects you and not the target creature.

The ward dissipates after 24 hours, if you fall to 0 hp, or if you and the target creature are separated by more than 120ft. It also ends if this feature is used on another willing creature or you. You can also dismiss the ward at will.

This feature resets at dawn

Sanguine Form

18th-level Sanguimancer Feature

Starting at 18th level, you can spend 6 sorcery points as a bonus action to magically transform yourself into a mass of blood. In this form, you have resistance to all damage except fire, cold and force damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.

While in this form you also gain the ability to step from one pool of blood to another. When you are standing on a surface that has blood on it, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also on a surface that has blood on it.

You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.

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