Sanguine (5e Class)

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Sanguine[edit]

What is a Sanguine[edit]

You were once a seeker of the arcane, whether it be through studios of texts and tomes, artifacts and crypts, professors or grand mages. You have long abandoned that path, no you’ve done more with it and turned it into a power some could only dream of. Turning the very blood that runs through you into pure arcane power at your disposal. This new path has turned you into a being who’s very body has morphed and mutated to adapt to the raw magical running wild with each beat of your heart.

Creating a Sanguine[edit]

First of all when creating a Sanguine remember that you are only as strong as your vitality. Remember while you may be more durable than your average person you should still exercise caution as your newfound powers now come at the cost of your own health and you’ll find yourself quickly on death’s door if poorly managed.

When creating a Sanguine ask yourself a few questions: How did you come to follow the path of the Sanguine? Have you discovered ancient texts and tombs detailing the ancient practice? For what purpose do you use your newfound hemomancy ? Do you seek true power unrestricted by normal means? Or do you lust for a way to grow your own faction of mages and carve your name in the history of the arcane? Whatever your reason for joining the Sanguine may your blood last.

Quick Build

You can make a Sanguine quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity. Second, choose the Charlatan or Sage background.

Class Features

As a Sanguine you gain the following class features.

Hit Points

Hit Dice: 1d12 per Sanguine level
Hit Points at 1st Level: 1d12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Sanguine level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose two from Acrobatics, Arcana, Deception, Insight, Intimidation, Investigation, Medicine, Perception, and Stealth.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Sanguine

Level Proficiency
Bonus
Features Cantrips Known Spells Known Max Spell
Level
1st +2 Hemomancy, Blood Reservoir, Blood Transfusion 3 3 1
2nd +2 Crimson Pact, Robust Resiliency 3 3 1
3rd +2 3 4 2
4th +2 Ability Score Improvement 3 5 2
5th +3 4 6 3
6th +3 Crimson Pact Feature 4 7 3
7th +3 4 8 4
8th +3 Ability Score Improvement 4 9 4
9th +4 4 9 5
10th +4 Crimson Pact Feature 4 10 5
11th +4 Blood Arcanum (6th level) 5 10 5
12th +4 Ability Score Improvement 5 11 5
13th +5 Blood Arcanum (7th level) 5 11 5
14th +5 Crimson Pact Feature 5 12 5
15th +5 Blood Arcanum (8th level) 5 12 5
16th +5 Ability Score Improvement 5 13 5
17th +6 Blood Arcanum (9th level) 5 14 5
18th +6 Sanguine Serenade 5 14 5
19th +6 Ability Score Improvement 5 15 5
20th +6 Indomitable Life Force 5 15 5

Hemomancy[edit]

You are a caster who draws power from the blood in their veins and life itself to make your spells come to life.

Cantrips

At 1st level, you know three cantrips of your choice from the Wizard or Warlock Spell List. You learn additional Wizard/Warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sanguine table.

Spellcasting

To cast one of these spells, you must lose a certain amount of hit points descripted below in spellcasting ability or you may use a spell slot gained through another class. When you damage yourself this way, you do not make a concentration check,and if the amount of Hit Points spent through casting would reduce your total Hit Points to 0 or lower and if you would attempt so, you instead fall unconscious and the spell fails to take effect. You are unable to cast spells that heal your hit points through this feature.

Spells Known of 1st Level and Higher

You know four 1st-level spells of your choice from the Wizard or Warlock Spell List.

The Spells Known column of the Sanguine table shows when you learn more spells. Each of these spells must be equal or lower than the Max Spell Level on the Sanguine Table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose any amount of the spells you know and replace it with another spell from the Wizard or Warlock Spell List, which also must be of a level equal or lower than the Max Spell Level on the Sanguine Table.

Spellcasting Ability

Constitution is your spellcasting ability for your spells, your new body has gifted you with raw power requiring no spellbook to aid your magic. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

  • Spell save DC = 8 + your proficiency bonus + your Constitution modifier
  • Spell attack modifier = your proficiency bonus + your Constitution modifier
  • Spell HP Cost = half your total levels in this class rounded down + (5 * spell slot level) (Cantrips do not incur this cost)
Spellcasting Focus

Your blood is now your focus for spellcasting, as long as it flows you will always have magic at your disposal.


Red Reservoir[edit]

At 1st level you gain the ability to manipulate blood to the extent where you can control a pool of blood around you. For any health you gain above you maximum you can instead put it aside as a pool. The capacity of the Red Reservoir is equal to your Sanguine Level * your Constitution Modifier. You can use a bonus action to pour or take blood from the pool. As a reaction, you can cause the blood pool to coagulate and block the blow that was meant to hit you. It loses health equal to the damage done. It is resistant to Non-Magical attacks.

  • Beginning at 5th Level: The Red Reservoir increases in size, not visually but storage wise, so that it now holds blood equal to 5 * (your Blood Caster level + your Constitution modifier)(minimum 1).
  • Beginning at 13th Level: The Red Reservoir increases in size, not visually but storage wise, so that it now holds blood equal to 10 * (your blood caster level + your Constitution modifier + your Intelligence modifier)(minimum 1)


Blood Transfusion[edit]

At 1st level you have mastered a way to use and bend life essence in a source known only to you. Whenever you cast a damaging spell you can use your bonus action to change its type to necrotic and heal for half of the total damage dealt(rounded up,minimum 1) + constitution modifier. This feature doesn't work against Plants, Oozes, or Constructs.


Crimson Pact[edit]

At 2nd level your journey into the arcane and the power running through your veins has lead you to two paths, both detailed at the end of the class description. The Pact of the Owl dedicated to the arcane and furthering it’s control and versatile manipulation of magic. The Pact of the Raven dedicated to further exploring the limits of their body and gaining more power and influence over blood, unraveling it’s uses. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.


Robust Resiliency[edit]

By 2nd level, your tampering with life’s essence is starting to change your body further, your hit point maximum increases by 4, and it increases by 2 every time you gain a level in this class.


Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.


Font of Life[edit]

When you reach 7th level through your studies of the body and what exactly makes it tick you have found away to further greaten your self. Your body stops aging and freezes at your current age and you cannot die of old age as the blood in your veins constantly enriches itself. In addition to that your body has become immune to disease, to the poisoned condition and to poison damage.


Blood Arcanum[edit]

At level 11, your knowledge of the blood arts bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the wizard spell list as this arcanum. You can cast your arcanum spell once. You must finish a long rest before you can do so again. At higher levels, you gain more wizard spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Blood Arcanum when you finish a long rest.


Sanguine Serenade[edit]

At 18th level, you have mastered the ways of bending life as you know it to your whim, controlling the blood in not only your lungs but all those around you as well. Though this newfound form of power does not come cheap. To transform this way you must sacrifice half your current health and hit die. This form lasts for 1 minute and you gain the following benefits: 
• When you start your turn, everyone within 10 ft of you take necrotic damage equal to your constitution modifier and you gain hp equal the total amount of damage dealt. • You have a flying speed of 60 feet. • Your spell save DC is increased by 2. • You have resistance to bludgeoning, piercing, slashing, cold, fire, and force damage. • Reduce the HP cost from 1st, 2nd, and 3rd level spells to 1 Hit Point.


When your Life Drinker form ends, you gain a level of exhaustion and can’t move or take actions until after your next turn, as your body recovers from the transformation. Once you use this feature, you must finish a long rest before you can use it again.


Indomitable Life Force[edit]

When you reach the 20th level, you achieve full mastery over your blood magic. Whenever you finish a short or a long rest, you regain hit dice equal to your proficiency bonus + your Constitution modifier. In addition, when you roll initiative, you regain hit dice equal to your Constitution modifier.


The Pact of the Owl[edit]

You have chosen to explore the Covenant of the Owl to further explore your arcane limits. You have learned to combine the teachings of traditional spellcasting with your hemomancy.

Sanguine Sorcery

At 2nd level your explorations into the arcane have allowed you to twist and augment your spells to your favor at the cost of your vitality. When you cast a spell with hit points, you can expend hit die to augment its effects for this casting (a spell can only be augmented by one of these effects at a time):

Ravenous Blood

- If a spell attack where to miss you can use your entanglement with the arcane to curve it in your favor. Roll a hit die adding half of the die roll (rounded down, minimum 1) to your attack.

Blood Duet

- When you cast a spell that targets only one creature and doesn't have a range of self, you can spend 2 hit dice to have your blood mirror the spell. As a bonus action you can repeat the spell for twice the cost.

Blood Blockade

- You can cause your enemies blood to dilate and expand forcefully inside their veins. This burdening them suddenly as their body attempts to compensate. Roll a hit die increasing your Spell DC by half of what you rolled (rounded down, minimum 1).

Hemolasses

- You can expend a Hit die to cause your enemies blood to clot and clump together inside their veins, reducing their movement by (Constitution Modifier * dice roll) feet until the start of your next turn.

Blood Boiling

- You can cause your enemies blood to heat up to the point where it boils inside their veins, expend a Hit die to deal extra necrotic damage equal to the result.


At 7th level you are able to expend another hit dice to add to this roll (for a total of 2 hit die). You may expend a third hit die at 15th level.


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Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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Multiclassing[edit]

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