Sanguine Bard (5e Class)
I'm moving the contents of this class to a different one, both to consolidate the features Im making, and to change the name of the class, so I wanted to delete this one. Thank you KrimsonLord (talk)
Sanguine Bard[edit]
A spellcaster commonly confused with the bard all the way up until they begin casting spells. Sanguine bards are artists who use blood, their own and that of their foes, to manipulate the world around them.
Practitioners of the Art of Slaughter[edit]
Creating a Sanguine Bard[edit]
- Quick Build
You can make a sanguine bard quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->
Class Features
As a Sanguine Bard you gain the following class features.
- Hit Points
Hit Dice: 1d4 per Sanguine Bard level
Hit Points at 1st Level: 4 + Constitution modifier
Hit Points at Higher Levels: 1d4 (or 3) + Constitution modifier per Sanguine Bard level after 1st
- Proficiencies
Armor: Light Armor
Weapons: Simple Weapons
Tools: Choose 3 Musical Instruments
Saving Throws: Dexterity and Charisma
Skills: Choose Any 3 Skills
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Level | Proficiency Bonus |
Features | Hemokinesis | Cantrips Known | Spells Known | Blood Limit | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |||||||
1st | +2 | <!-Class Feature1-> | 2 | 4 | 3 | 2 | — | — | — | — | — | — | — | — | |
2nd | +2 | <!-Class Feature2-> | 2 | 5 | 5 | 3 | — | — | — | — | — | — | — | — | |
3rd | +2 | <!-Class Feature3-> | 2 | 6 | 8 | 4 | 2 | — | — | — | — | — | — | — | |
4th | +2 | Ability Score Improvement | 3 | 7 | 10 | 4 | 3 | — | — | — | — | — | — | — | |
5th | +3 | — | 3 | 9 | 13 | 4 | 3 | 2 | — | — | — | — | — | — | |
6th | +3 | — | 3 | 10 | 15 | 4 | 3 | 3 | — | — | — | — | — | — | |
7th | +3 | — | 3 | 11 | 19 | 4 | 3 | 3 | 1 | — | — | — | — | — | |
8th | +3 | Ability Score Improvement | 3 | 12 | 21 | 4 | 3 | 3 | 2 | — | — | — | — | — | |
9th | +4 | — | 3 | 14 | 27 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | |
10th | +4 | — | 4 | 15 | 34 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | |
11th | +4 | — | 4 | 16 | 42 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | |
12th | +4 | Ability Score Improvement | 4 | 16 | 48 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | |
13th | +5 | — | 4 | 17 | 55 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | |
14th | +5 | — | 4 | 17 | 62 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | |
15th | +5 | — | 4 | 18 | 72 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | |
16th | +5 | Ability Score Improvement | 4 | 18 | 72 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | |
17th | +6 | — | 4 | 19 | 81 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | |
18th | +6 | — | 4 | 19 | 81 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | |
19th | +6 | Ability Score Improvement | 4 | 20 | 121 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | |
20th | +6 | — | 4 | 22 | 121 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Bardic Inspiration[edit]
You can supernaturally inspire others through words, music, or dance. This inspiration is represented by your Bardic Inspiration die, which is a d6.
Using Bardic Inspiration. As a Bonus Action, you can inspire another creature within 60 feet of yourself who can see or hear you. That creature gains one of your Bardic Inspiration dice. A creature can have only one Bardic Inspiration die at a time.
Once within the next hour when the creature fails a D20 Test, the creature can roll the Bardic Inspiration die and add the number rolled to the d20, potentially turning the failure into a success. A Bardic Inspiration die is expended when it’s rolled.
Number of Uses. You can confer a Bardic Inspiration die a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
At Higher Levels. Your Bardic Inspiration die changes when you reach certain Bard levels, as shown in the Bardic Die column of the Bard Features table. The die becomes a d8 at level 5, a d10 at level 10, and a d12 at level 15.
Lamb to the Slaughter[edit]
You have practiced the scarlet arts and attuned yourself to the dark powers, gaining the power of hemokinesis, blood control. Beginning at 1st level you can gather blood points (BP) with a maximum amount as shown in the Blood Limit column of the Sanguine Bard table.
Starting at 1st level you can control the blood that once flowed through someone's veins. You gain a floating collection of blood known as blood points with a maximum at each level as found in the Blood Well column of the Sanguine Bard table.
Filling the Well. When you or another creature would deal slashing or piercing damage to a creature with blood within 30 ft. of you, you gain blood points equal to half (rounded up) of the total slashing and piercing damage dealt. Additionally, as a bonus action on your turn, you can deal slashing damage to yourself, and gain an amount of blood points, equal to one roll of your bardic inspiration die; This damage cannot be reduced in any way and does not take any uses of your bardic inspiration.
Emptying the Well. On your turn, you can convert blood points (no action required) into magical power, gaining spell slots as shown in the Blood to Magic table. You can only create spell slots of a level to which you have access, and can only have as many of each level at a time as shown in the Sanguine Bard table. Created spell slots remain until you complete a long rest or they are expended to cast a spell. While you can create more than one 7th, 8th, and 9th level spell slot in a day, you may only ever cast one 7th, 8th, and 9th level spell in a day. Additional spell slots of those levels must be used to upcast.
Spell Level | Point Cost |
---|---|
1st | 3 |
2nd | 5 |
3rd | 9 |
4th | 13 |
5th | 16 |
6th | 21 |
7th | 27 |
8th | 34 |
9th | 42 |
Unused Blood Magic. Upon completing a long rest your blood well and spell slots are all set to 0. For each blood point contained in your blood well you gain
Spellcasting[edit]
Beginning at 1st level you have learned to cast spells, not through the bardic arts like your peers, but through dark rituals and forbidden sacrifice. This reprehensible practice mixes with your artistic pursuits to create beautiful displays of red from your victims, and even more stunning displays of magic.
Sanguine bards start with no spell slots each day and must fill themselves up using blood (theirs and yours). Unused spell slots are ???
<!-Subclass Feature->[edit]
Starting at 3rd level, you choose a Scarlet Art. Choose between the scarlet song, crimson choreography, and vermillion vision, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th and 14th.
- painter subclass: martial. Needs to add bardic die to damage to gain BP fast enough to ever use a spell. - dancer subclass: blood bending, group actions (monkey see...). Can make everyone sacrifice their own blood. - musician subclass: spells can deal slashing or piercing damage, can give blood points, bleeding eyes and ears (and other holes), more spellslinging
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.
<!-Class Feature->[edit]
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<!-Class Option 2->[edit]
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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
<!-1st level spell list->
- 2nd Level
<!-2nd level spell list->
- 3rd Level
<!-3rd level spell list->
- 4th Level
<!-4th level spell list->
- 5th Level
<!-5th level spell list->
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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