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Homebrew

Sanguine

Sanguines have magic infused in their blood, channeling it through incantations and crafting potions from it.
hit dice: 1d8
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per sanguine level after first
armor proficiencies: Light armor, medium armor
weapon proficiencies: Simple weapons
tools: Alchemist's supplies
saving throws: Wisdom, Constitution
skills: Choose two from Arcana, Insight, Nature, Medicine, History, and Religion
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
• Any two simple weapons
• (a) Studded leather armor or (b) Breastplate
• Alchemist's supplies
• Dungeoneer’s pack
spellcasting:
An event in you or your ancestor’s life has infused your blood with inherent magical power, allowing you to channel it through incantations.

Cantrips

At 1st level, you know two cantrips of your choice from the sanguine spell list. You learn additional sanguine cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sanguine table.

Preparing and Casting Spells

The Sanguine table shows how many spell slots you have to cast your sanguine spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your sanguine spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a long rest. You prepare the list of sanguine spells that are available for you to cast, choosing from the sanguine spell list. When you do so, choose a number of sanguine spells equal to your Constitution modifier + half your sanguine level, rounded down (minimum of one spell). The spells must be equal to or lower than your spell slots’ level.

Spellcasting Ability

Constitution is your spellcasting ability for your sanguine spells, since their power derives from the control of your blood. 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 sanguine 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

Spellcasting Focus

You can use Alchemist’s Supplies as a spellcasting focus for your sanguine spells.

Sacrifice

Whenever you cast spells using a sanguine spell slot, you lose 1d6 health.
class features:

Arcane Blood

Your blood is infused with powerful magic. A number of times equal to half your sanguine level (rounded down) + your Constitution modifier (Minimum of 1 use) per long rest you can harmlessly draw your blood as a bonus action, magically creating a vial for it to be in. When you draw blood, choose one of the following effects: Cleanse, Heal, Affliction, or Pain. If someone drinks or is splashed with the blood (5-foot range) they will be put under the chosen effect. Any healing effects done by this feature cannot be used on yourself. Any blood drawn with this feature, along with the vial containing it, will disappear when you take a long rest if still unused.
Cleanse: The target is cleansed of Poison and non-magical Disease.
Heal: The target heals for 1d6.
Affliction: The target is inflicted with Poison.
Pain: The target takes 2d6 poison damage.

Witch’s Brew

Using Alchemist’s Supplies, you can brew a blood potion during a short or long rest, expending 1 use of Arcane Blood if done with a short rest. The brewed potion is placed in a magically summoned vial. When using this feature, choose a blood potion type: Healing, Speed, or Wither. The type will determine the potion’s effect when afflicting a target. To afflict a target with a potion, they must either drink or be splashed with the potion (5-foot range). Any healing effects done by this feature cannot be used on yourself. At any given time you can only have a number of potions equal to your proficiency bonus prepared
Healing: The target heals for 1d6 on each of their turns for 3 turns.
Speed: The target has their movement speed increased by 15 feet for 3 turns.
Wither: The target must succeed a Constitution saving throw against your spell save DC. On a failed save, the target takes 1d6 necrotic damage on their next turn, increasing the damage by 1d6 every turn. Each turn they can reroll the save to end this effect. This effect can last a maximum of 5 turns.

Ancient Practice

Starting at 2nd level, you choose a form of magic to focus on, joining a coven of similarly practicing sanguines. Your coven gives you perks at 2nd level, and again at 6th, 10th, and 14th level.
Coven of Divination
Coven of Fey
Coven of Healing
Coven of Shadows
Coven of Nature
Coven of Prayer
Coven of Wild Magic
Covenless

New Brews

By 3rd level, you can channel your magic into new concoctions when you use the Witch’s Brew feature. You gain the blood potion types Elemental, Poison, and Fear.
Elemental: The target takes 5d4 acid, cold, fire, lightning, or thunder damage. The damage type is determined at the time of making the potion.
Poison: The target must succeed a Constitution saving throw against your spell save DC. On a failed save, the target becomes Poisoned and gains weakness to poison damage for 3 turns.
Fear: The target must succeed a Wisdom saving throw against your spell save DC or become frightened by you. On each of their turns they can roll again to stop being frightened.

Esoteric Incantations

While at 3rd level, you learn an incantation only known to select sanguines. At later levels you learn more incantations, shown by the Incantations Known column on the Sanguine Table. Esoteric Incantations

Ability Score Improvement

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.

Changing Incantations (Optional)

Whenever you take the Ability Score Improvement feature, you can replace one Esoteric Incantation of your choice with another one available, or replace any spells you have prepared with others on the sanguine spell list.

Potion-Tipping

When you reach 5th level, you can coat weapons or ammunition with potions made with the Witch’s Brew feature or blood drawn with the Arcane Blood feature as a bonus action, applying the effects of the potion or blood to any enemy hit. The weapon or ammunition stays coated in this potion for 1 minute or until you take a bonus action to clean it off. You can only have one type of potion or blood coating a weapon at any given time.

Brand New Brews

At 5th level, you gain new blood potion types: Scorch and Energize, which you can make using the Witch’s Brew feature.
Scorch: The target must succeed a Dexterity saving throw. On a failed save, the target takes 3d6 fire damage on each of their turns. Each turn they can reroll the save to end this effect. This effect lasts a maximum of 3 turns.
Energize: The target becomes empowered, dealing an additional 2d6 thunder or lightning damage with each of their attacks for 1 minute, the damage type being chosen at the time of creating the potion.

Application Tool

Starting at 7th level, you can create a tool for applying your potions, making it over the course of a long rest if you have Alchemist’s Supplies on hand. To use the tool as an action, choose a target within 60 feet. If the tool’s been tipped with either a potion or blood using the Potion-Tipping feature, you can use it to apply the effects of it to the chosen creature. If the creature is unwilling, you must roll to hit. You can add your proficiency modifier and your Constitution modifier to this roll. The tool disappears if this feature is used to create a new one.

Improved Witch’s Brew

At 11th level, you have perfected the brewing of your potions. You can use the Witch’s Brew feature as an action, each use expending a use of Arcane Blood. If used during a short rest, you no longer expend a use of Arcane Blood. You also learn a new blood potion type: Sleep, which you can make using the Witch’s Brew feature. Sleep: If the target is below hit points equal to 3 times your sanguine level, they must succeed a Constitution saving throw against your spell save DC or become incapacitated. On each of their turns they can roll again to wake up.

Arcane Survival

At 15th level, when you drop to 0 hp but are not killed outright, you can expend two uses of Arcane Blood as a reaction to remain on 1 hp. Once you’ve used this feature, you cannot do so again until you complete a long rest.

Archwitch

Once you reach 20th level, you have become the most powerful of sanguines. When you roll initiative and you have no uses of Arcane Blood left, you regain 4 uses.
subclass options:
Sanguine LevelIncantations KnownCantrips KnownSpell SlotsSlot Level
10211st
20211st
31212nd
41212nd
52323rd
62323rd
73323rd
83323rd
94434th
104434th
114434th
124434th
135545th
145545th
155545th
165545th
176645th
186645th
196645th
206645th

Created by

weirdo._.lemons.

Statblock Type

Class Features

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