Base Class: Sorcerer
Blood is a valuable thing to a sorcerer, yet for as important as it is it never truly garners the attention one would expect. Until those which sustain themselves on blood come along... vampires tainting the bloodline of mortal souls. Teaching their bodies true control over their vitae, true hemomancy.
Wherever the true origin of your innate control over blood, the magics of hemomancy are taboo. Still yet untouched, with association to those which drain life from others.
Sanguine Magic
1st-level Sanguine Bloodline feature
You learn additional spells when you reach certain levels in this class, as shown on the Sanguine Bloodline Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know, and cannot be learned by any other Sorcerer other than Sanguine Bloodline Sorcerers:
| Sorcerer Level | Spells |
|---|---|
| 1st | Calamus Cantrip evocation. Casting Time: Action Range: 20 ft. Components: S, (1d8 hit points) Duration: Instanteneous Description Striking a wound across the top of your wrist, you take 1d8 necrotic damage that cannot be reduced in any way as part of casting this spell. You then lash your wrist at a direction, selecting a point within range as a bloody stream whips out and takes hold of the selected point. You are pulled to the destination and if it was a creature you can choose to recast this spell and leap off their body up to 30 ft. away without provoking attacks of opportunity. Linger Stimulation. If this spell is cast targeting an open source of blood or you land on a open source of blood after recasting it additionally activates any Lingering effect the source of blood may have. (Lingering effects are located only on Sanguine Sorcerer Spells) This spell can recast the initial part of its effect up to one more time when you reach 5th level, increasing to twice more at 11th level, and thrice more at 17th level. |
| 7th | Avispa Elancer 4th-level evocation. Casting Time: Reaction Range: self Components: V, S, (the stinger of a wasp) Duration: Instanteneous Description When you would be targeted by a harmful effect or attack you can cast this spell as a reaction by carving into the air and causing blood to expel from your body, dealing 1d8 necrotic damage to yourself that cannot be reduced in any way and pushing you 5 ft. away. Potentially causing the attack or effect to fail. Then you hop forward back to your original position and draw your hand forth in the shape of a spear, causing the blood splatter left behind to jut forth toward a target within 5 ft. of you. Make a spell attack roll, on hit dealing 4d4 magical piercing damage and restraining the target as they are impaled until the end of their turn; leaving a Lingering wound in its place. Linger. A deep arcane wound is left behind as apart of this spell hitting with its attack. Upon activating this Lingering effect the target suffers 6d4 magical piercing damage and begins to bleed at the start of its turns for 1 minute or until it succeeds a Medicine check against your Sorcerer DC as an action. While bleeding the target takes 1 necrotic damage for each individual action it takes and receives 1 less healing from all sources. At Higher Levels. When you expend a spell slot of 5th or higher this spell moves you away from the triggering effect an additional 5 ft. and returns you to the original position, dealing an additional 1d4 magical piercing damage on hit and on its Lingering effect. Increasing the distance by 5 ft. and damage by 1d4 for each slot level above 5th. |
| 9th | Ruby Relever 5th-level transmutation. Casting Time: Bonus action Range: 30 ft. Components: V, S, (A silver ring with a ruby worth 5000gp) Duration: 24 hours Description You caress the shape of a sphere into the air, drawing forth blood to form in the opulent visage of a pearl. Target an open source of blood or a creature that does not have all of its hit points. You roll 4d8, if the target was a creature it must make a Constitution saving throw or take the rolled amount in necrotic damage. On a success taking half as much damage. In either case you then conjure 5 small objects that have an armor class equal to your Spell save DC and a number of hit points equal to the roll divided between the 5 objects, adding your Constitution modifier to the result. These objects are conjured within 15 ft. of the initial target area in an unoccupied space and hover freely there. As part of your movement outside of initiative you can cause these objects to follow you closely in a cluster. When you cast a spell and target the Ruby Bubble the range of the spell extends as if the Ruby Bubble were where you initially cast it and any damage it deals is now necrotic damage. The Ruby Bubble then takes damage equal to the slot level used to cast a spell through it. If the spell had a Lingering effect it immediately activates as part of casting it this way. Linger. The Ruby Bubble crystallizes blood into a mesmerizing shape. Upon activating this Lingering effect you draw the Ruby Bubble toward yourself then hurl it toward a target within 10 ft., making a melee spell attack roll and dealing 1d8 magical bludgeoning damage on hit. Downcasting. You can take 1d4 necrotic damage that cannot be reduced in any way to cast this spell at 4th level, decreasing the dice rolled by 1d8 and decreasing the amount of Ruby Bubbles created by 1. Taking an additional 1d4 damage and further lowering dice rolled and Ruby Bubbles created (Minimum of 1d8 and 1 Ruby Bubble created) for each slot level below 4th. At Higher Levels. When you expend a spell slot of 6th or higher the dice rolled increases by 1d8 and the amount of Ruby Bubbles created increases by 1. Increasing the dice rolled by 1d8 and Ruby Bubbles created by 1 for every slot level above 6th. |
| 11th | Glissade Brutale 6th-level necromancy. Casting Time: Action Range: 40 ft. Components: S, (a vial of blood which the spell consumes) Duration: Instantaneous Description Spraying blood across the ground, you slide across it and bring to life its vitality. You move in a 20 ft. radius crescent path without provoking attacks of opportunity, gliding along the ground and forcing any creatures in the path to make a Dexterity saving throw or take 12d4 magical slashing damage as you spray the blood you slide on in sharpened arcs. On a success taking half as much damage. If you were standing on an open source of blood when you cast this spell the radius increases to 30 ft. and you can recast it immediately after the first instance without expending a spell slot, instead taking 6d10 necrotic damage you cannot reduce in any way to do so. The path of this slide leaves behind a Lingering smear of blood in its wake. Linger. A smear of crimson streaks the ground. Upon activating you cause both ends of the smear to close together in a torrent of sharpened blood. Creatures caught within the radius of the smear must make a Strength saving throw or take 2d12 magical slashing damage and suffer a -1 penalty to their armor class for 1 minute. At Higher Levels. When you expend a spell slot of 7th or higher the damage of this spell increases by 2d4. Increasing by 2d4 for every slot level above 7th. |
| 13th | Lacuna Relinquish 7th-level conjuration. Casting Time: Special Range: Self Components: V, S Duration: Concentration 1 minute Description As part of your movement you draw your hand along the air and opening a wound from nothing, casting this spell. You choose from the follwing to produce:
Linger. While you concentrate on this spell it maintains the pool of blood beneath you as an open source of blood. After the spell ends it leaves behind a less vital splatter of blood along the radius it once exerted. Upon activating you cause the pool to reawaken and teleport to any part of the blood's radius, when you re-emerge you cause targets within 5 ft. to make a Wisdom saving throw or suffer disadvantage on the next saving throw the target would make. At Higher Levels. When you expend a spell slot of 8th level the damage of this spell increases by 1d12 and the maximum Blood Echo is increased by 1, increasing by 1d12 and 1 extra Blood Echo for each slot level above 8th. At 9th level the pool of blood is centered on you and follows your movements for the duration, you can cast your Sanguine Sorcerer spells from any point of the pool of blood. |
Sanguine Corrosion
1st-Level Sanguine Bloodline Feature
When you would cast a leveled spell on a friendly target, or when hostile target fails a saving throw or is hit by a leveled spell you cast. You can expend a hit die to mark the target with Sanguine Corrosion for 4 hours. If that target has blood you learn the exact hit points it currently has. For the duration, you can sense the presence of poisons or diseases within a marked target. You also identify the kind of poison, or disease in each case.
Additionally, your own blood is arcane in nature. Every 15 hit points missing from your maximum hit points grants you 1 Bloodcrystal as your vitality crytallizes into magic. If you would restore hit points above the 15 required to gain a Bloodcrystal as a result of a friendly creature healing you then you lose 1 Bloodcrystal.
You can expend 1 Bloodcrystal to touch a creature as a bonus action and temporarily absorb a nonmagical affliction in its blood (disease, poison, etc.) suppressing it for 8 hours on the target and inflicting it on yourself for the duration.
When you complete a long rest you lose all Bloodcrystal.
Secrets in Red
6th-Level Sanguine Bloodline Feature
You gain greater control over hemomancy and blood, while a creature has Sanguine Corrosion you may use your action to grant it Maximum Potential for 8 hours. Unlocking the latent power in its blood.
A creature with Maximum Potential gains additional uses of its available Species features up to an amount equal to your Charisma modifier. Additionally it can boost it's potential to maximum for a moment, when the creature makes an ability check, attack roll, or saving throw it may take necrotic damage equal to twice your Charisma modifier that cannot be reduced in any way to then add their proficiency bonus to the roll twice.
Maximum Potential can only be used once, restoring it's use after completing a long rest.
Additionally, your blood becomes a volatile curse you now have greater control over. You have immunity to diseases but can choose to voluntarily not be immune to diseases and poisons alike. While you are actively afflicted by a disease or poisoned status you gain temporary hit points equal to your Constitution modifier at the start of your turns.
Ichor Curse
14th-Level Sanguine Bloodline Feature
The power of hemomancy further increases as you refine your arcane blood, you may expend a number of Bloodcrystal to produce one of the following effects on a target marked with Sanguine Corrosion when you cast a spell that targets one creature:
Pox. You transfer 1 ongoing status effect, disease, or poison you are currently afflicted to the target for each Bloodcrystal you expend, the target suffers the status effects as if in your place. The target suffers from this effect for 24 hours unless you expend 1 Bloodcrystal to refresh the duration.
Exsanguine. You roll and expend 1 hit die for every Bloodcrystal you expend, the roll is then added as bonus necrotic damage to the spell casted on the target. You restore hit points equal to the necrotic damage done by this effect.
Truth. The target makes an Intelligence saving throw DC equal to 8 + the total number of Bloodcrystal spent, on a failure the target must roll on the short-term madness table. This saving throw can be repeated at the end of its turns to end the madness effect.
Empyrean. The target gains temporary hit points equal to a number of 1d8 rolls for each Bloodcrystal spent
Rivers of Blood
18th-Level Sanguine Bloodline Feature
Your heritage of sanguine consumption now rears its head as you begin to change. Your blood is a glistening color, brighter than any crimson. So magical that when spells are cast your veins glow a vibrant rouge.
When you drop to 50% of your maximum hit points you can use your reaction to raise your hand skyward and cause your arcane blood to awaken. Targets within 120 ft. that are marked by Sanguine Corrosion must make a Charisma saving throw or suffer lethargy until the end of their turn, unable to take any actions or movement. If at least one target fails this saving throw you can expend up to your proficiency bonus Bloodcrystal to restore that many Sorcery Points and gain one additional reaction for 1 minute. You can use this feature again at 10% of your maximum hit points and when you drop to 0 hit points you can use it once more, restoring hit points up to the amount of Bloodcrystal you expend instead of dropping unconscious.
This feature may be used once per long rest.
Previous Versions
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