Base Class: Bard
Bards of the college of the Sanguination use their music as sadistically as their weapons. They appear to be like any other bard under cursory inspection although slightly more pale and standing more still than any living being should. The blood hunger sings through their veins at all times even as it plays across their lips and strums an enchanting melody to captivate all that hear it.
These bards are reviled in most civilized lands even as their powers to heal the sick and safeguard its people are frequently sought out. For this reason, few members of the College of Sanguination openly proclaim their allegiance content to simply work in the shadows to whatever ends.
Bonus Proficiencies
When you join the College of Sanguination at 3rd level, you gain proficiency with medium armor, shields, and the scimitar. If you‘re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.
Fighting Style
At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if something in the game lets you choose again.
Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Life Siphon
At 3rd level, you gain the ability to make your weapon attacks drink in the essence of enemies while replenishing your reservoir of blood. When you make your first attack on your turn, you can decide to expend one use of your Bardic Inspiration to deal 1d6 psychic damage on each hit until the beginning of your next turn. You regain a number of hit points equal to the amount of psychic damage dealt with anything over your maximum hit points converting into temporary hit points to a maximum of twice your level in this class. These temporary hit points last until you take a long rest.
The psychic damage increases when you reach certain levels in this class, increasing to 1d8 at 5th level, 1d10 at 10th level, and 1d12 at 15th level.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Blood Magic
Starting at 14th level, you can utilize the stored pool of blood consumed from your foes to power your magic. You may cast any Bard spell you know of 5th level or lower without expending a spell slot but lose a number of temporary hit points equal to twice the spell level. These lost hit points can only be spent if they were gained from your Life Siphon feature.