Druid
Base Class: Druid

Sanguimancy is the ancient magic of manipulating blood, an art known only to the Druids of the Blood Pact in the Greensea Forest. Blood Pact Sanguimancers use their mastery over vital fluids for everything from healing to combat to ritual blessings. The most powerful Sanguimancers can even manipulate the blood within a creature, effectively moving them like a puppet on a string.

Level 3: Circle of Sanguimancy Spells

When you reach a Druid level specified in the Circle of Sanguimancy Spells table, you thereafter always have the listed spells prepared.

Circle of Sanguimancy Spells
Druid Level Prepared Spells
3 chill touch, blindness/deafness, command
5 vampiric touch
7 compulsion
9 hold monster

Level 3: Blood Magic

As a Bonus Action, you can expend a use of your Wild Shape to manipulate the flow of blood within another creature, either hindering or aiding them in combat. Choose one of the following effects to apply to a creature you can see within 30 feet of you that has blood. These effects last for 1 minute or until you become incapacitated. 

Blood Bane. The target's movement speed decreases by 10 feet. In addition, whenever the target makes an attack roll, they must roll a d6 and subtract the result from that attack. The target makes a Constitution saving throw against your Druid Spell Save DC at the end of each of their turns, ending this effect on a success. 

Blood Boon. The target's movement speed increases by 10 feet. In addition, whenever the target makes an attack roll, they can roll a d6 and add the result to that attack. 

Level 6: Sacrificial Casting

When you cast a spell that restores hit points or deals damage, you can expend up to a number of Druid hit dice equal to your Proficiency Bonus and roll them. You can then add the total to the hit points restored by the spell or to one of the spell's damage rolls. 

Level 10: Advanced Blood Magic

You gain the following improvements to your Blood Magic.

Increased Potency. The die added or subtracted by a Blood Boon or Blood Bane increases to 1d8.

Twinned Sanguimancy. You can target up to 2 creatures with a single use of your Blood Magic, placing the same or different effects on each target.

Clot and Hemorrhage. When you use Blood Boon, the target also gains temporary hit points equal to your Druid level. When you use Blood Bane, the target also takes necrotic damage equal to your Druid level. 

Level 14: Sanguine Mastery

You learn the suggestion spell if you didn't already know it. The spell counts as a Druid spell for you, you always have it prepared. 

You can cast the spell at 2nd level on a creature affected by your Blood Magic without expending a Spell Slot. When you cast suggestion in this way, your command can direct the target to harm their allies, but not themselves. The spell lasts for the duration of the Blood Magic effect instead of its normal duration. Finally, you can force the target to make a Wisdom or Constitution saving throw against this effect, the target repeats the save at the end of each of their turns, and this version of the spell ignores immunity to the charmed condition. 

Once you cast suggestion in this way, you cannot cast it in the same way again until you finish a Long Rest. 

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