Level |
Proficiency Bonus |
Features |
Cantrips Known |
Spells Known |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
1 |
+2 |
Spellcasting, Dark Arts |
4 |
2 |
2 |
- |
- |
- |
- |
- |
- |
- |
- |
2 |
+2 |
Lymphatic Hunter |
4 |
3 |
3 |
- |
- |
- |
- |
- |
- |
- |
- |
3 |
+2 |
Crimson Power |
4 |
4 |
4 |
2 |
- |
- |
- |
- |
- |
- |
- |
4 |
+2 |
Ability Score Improvement |
4 |
5 |
4 |
3 |
- |
- |
- |
- |
- |
- |
- |
5 |
+3 |
- |
5 |
6 |
4 |
3 |
2 |
- |
- |
- |
- |
- |
- |
6 |
+3 |
Dark Arts |
5 |
7 |
4 |
3 |
3 |
- |
- |
- |
- |
- |
- |
7 |
+3 |
- |
5 |
8 |
4 |
3 |
3 |
1 |
- |
- |
- |
- |
- |
8 |
+3 |
Ability Score Improvement |
5 |
9 |
4 |
3 |
3 |
2 |
- |
- |
- |
- |
- |
9 |
+4 |
- |
5 |
10 |
4 |
3 |
3 |
3 |
1 |
- |
- |
- |
- |
10 |
+4 |
Crimson Augmentation |
6 |
11 |
4 |
3 |
3 |
3 |
2 |
- |
- |
- |
- |
11 |
+4 |
- |
6 |
12 |
4 |
3 |
3 |
3 |
2 |
1 |
- |
- |
- |
12 |
+4 |
Ability Score Improvement |
6 |
12 |
4 |
3 |
3 |
3 |
2 |
1 |
- |
- |
- |
13 |
+5 |
- |
6 |
13 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
- |
- |
14 |
+5 |
Dark Arts |
6 |
13 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
- |
- |
15 |
+5 |
- |
6 |
14 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
- |
16 |
+5 |
Ability Score Improvement |
6 |
14 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
- |
17 |
+6 |
- |
6 |
15 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
1 |
18 |
+6 |
Dark Arts |
6 |
15 |
4 |
3 |
3 |
3 |
3 |
1 |
1 |
1 |
1 |
19 |
+6 |
Ability Score Improvement |
6 |
15 |
4 |
3 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
20 |
+6 |
Crimson Explosion |
6 |
15 |
4 |
3 |
3 |
3 |
3 |
2 |
2 |
1 |
1 |
hit dice:
1d6 per Sanguimancer Level
hit points at 1st level:
6 + your Constitution modifier
hit points at higher levels:
1d6 (or 4) + your Constitution modifier per Sanguimancer level after 1st
armor proficiencies:
None
weapon proficiencies:
Simple weapons
tools:
Alchemist’s Supplies
saving throws:
Constitution, Charisma
skills:
Choose two from Arcana, History, Investigation, Medicine, Perception, Religion and Deception.
starting equipment:
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a quarterstaff, or (b) any simple weapon
(a) a component pouch or (b) an arcane focus
(a) a Dungeoneer’s pack or (b) an Explorer’s Pack
Multiclass:
As a multiclass character, you must have at least a Charisma score of 13 and a Constitution score of 13 to take a level in this class, or to take a level in another class if you are already a Sanguimancer. When you first multiclass into a Sanguimancer you gain only proficiency in simple weapons.
spellcasting:
Starting at 1st level, your connection to blood has gifted you the ability to tether into the aether and cast spells. See chapter 10 of the Player's Handbook for the general rules of spell casting and below for the Sanguimancer spell list.
Cantrips
At 1st level, you know four cantrips of your choice from the Sanguimancer spell list. You learn additional Sanguimancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sanguimancer table. If sanguimancer isn’t your initial class, you gain proficiency with simple weapons and alchemist supplies. Add your levels in the sanguimancer class to the appropriate levels from other classes to determine your available spell slots.
Spell Slots
The Sanguimancer table shows how many spell slots you have to cast your Sanguimancer spells of 1st level and higher. To cast one of these Sanguimancer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the Sanguimancer spell list. The Spells Known column of the Sanguimancer table shows when you learn more Sanguimancer spells of your choice. Each of these spells must be of a level for which you have spell slots. 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 one of the Sanguimancer spells you know and replace it with another spell from the Sanguimancer spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your Sanguimancer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Amplify
When a Sanguimancer cast a spell with the hemomancy tag, the caster can choose to amplify the spell my expending their own life force as part of casting the spell. When you amplify a spell, you take necrotic damage equal to X rolls of your hit die. This damage can’t be reduced in any way.
You can roll a maximum number of hit dice equal to your proficiency modifier. A Sanguimancer can’t amplify a spell if they do not have enough Hit Points to expend for the spell amplification cost.
Spellcasting Focus
You can use an arcane focus (see the Adventuring Gear section) or ritual dagger as a spellcasting focus for your Sanguimancer spells.
Ritual Casting
You can cast a Sanguimancer spell that you know as a ritual if that spell has the ritual tag.
class features:
Dark Arts
At 1st level, you choose a dark art, which describes the path you've chosen to walk in your pursuit of power: Scarlet Magus or Crimson Crusader, detailed at the end of the class description. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
Lymphatic Hunter
At 2nd level, you can channel your blood magic for 1 minute to detect any living creatures within 60 feet. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
Crimson Power
At 3rd level, you learn to empower your spellcasting abilities by sacrificing your life force. As a bonus action, you can choose to spill your own blood and spend up to 5 of your remaining hit dice, taking 1d6 necrotic damage per hit dice expended. This damage does not provoke concentration saving throws and ignores all resistance and immunities. The next spell you cast on this turn does not expend a spell slot if the level the spell is cast is equal to or less than the number of hit dice expended. You cannot use this feature to cast a spell at a level higher than you have access to at your current spellcasting level.
After using Crimson Power, you must finish a short rest before using this ability again.
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. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Crimson Augmentation
Starting at 10th level, you learn how to make use of the blood your enemies have already spilled from you to strengthen your magic and shield you from harm. While you are below your hit point maximum, you gain a +2 bonus to AC.
In addition, when you have this bonus and damage a creature with a spell or melee attack, you can choose to add your proficiency bonus to one damage roll of the attack.
Once you use this feature, you can’t use it again until you finish a long rest.
Crimson Explosion
At 20th level, you learn how to force your magic into the body of a mortally wounded creature and create an explosion of magic. When you reduce a creature to 0 hit points, you may spend 2 hit dice and choose to cause the creature to violently explode. Each creature within a 10-foot radius of the target must make a Constitution saving throw. On a failed save, a creature takes 8d6 necrotic damage, or half as much damage on a successful one.
subclass options:
Dark Arts
Scarlet Magus
You use Blood Magic as a means of achieving powers that would terrify a normal mage, increasing your destructive force and honing your archaic talents. To you, sanguimancy is not a barbaric power but a tool to connect the very fabric of life.
Blood Shield
At 1st level, you have learned to how to draw from the power of your blood to defend yourself. Once per round as a reaction, you can cause your blood to become volatile to defend yourself. Until the start of your next turn, whenever you take damage from a creature that you can see, that creature takes necrotic damage equal to half your sanguimancy level plus your charisma modifier. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Bleed Magic
Starting 6th level, you gain the ability to cast spells when you are wounded, turning the blood spilt from your veins into magic. When you take slashing, bludgeoning, or piercing damage from a hostile creature, you can use your reaction to spend a hit die and cast a 1st level spell or lower that targets the creature that dealt damage to you.
Sanguine Drain
At 14th level, you have enhanced your understanding on how to use your blood absorption abilities on living creatures. As an action, you can target a creature that has blood to make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 6d8 necrotic damage and you regain half as many hit points. On a successful save, the creature takes half damage and you don't regain half as many hit points.
Once you use this feature, you can’t use it again until you finish a long rest.
Blood Dive
When you reach 18th level, you can channel energies within yourself and dive into a creature, emerging from another. As an action, you can choose a creature with blood that is your size or larger within 30 feet of you, and dive into their body. The creature must make a Constitution saving throw against your spell save DC or take 8d10 necrotic damage, taking half damage on a successful saving throw.
You can then choose a creature to emerge from within 30 feet in an unoccupied space nearby. This creature must also make a Constitution saving throw or take 8d10 necrotic damage, taking half damage on a successful saving throw.
Once you have used this ability, you cannot use it again until you finish a long rest.
Crimson Crusader
Not all blood Mages are distant in the midst of war. Some thrive on being face to face with their victims slamming powerful spells and sharp blades into their foes for the unforgettable feeling of a blood rush.
Crimson Armaments
When you choose this archetype at 1st level, you gain proficiency in Medium Armor, and Shields. You have learned how to harden your blood into a deadly weapon to defeat your enemies. As a bonus action you create a weapon shaped as a short sword, long sword, great sword, or any weapon you are proficient with into a free hand.
The weapon has similar properties as the normal version of it's kind, except that it is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
Extra Attack
Starting at 6th level you can attack twice, instead of once, whenever you take the Attack action on your turn.
Crimson Resilience
Upon reaching 14th level, you become closer to mastering control over blood, permanently reinforcing your resilience. When you take enough damage to fall below half your maximum hit points, you can use your reaction to gain temporary hit points equal to 1d4 + your sanguimancy level and gain advantage on Constitution and Strength saving throws for 1 minute.
Blood Frenzy
At 18th level, you gain the ability to harness your blood to exhibit extraordinary martial prowess. As an action, for 1 minute you can magically enter a powerful rage and gain the following benefits:
- When you take the Attack action with a melee weapon on your turn you can make one additional attack as part of that action
- You regain hit points equal to twice your Charisma modifier when you reduce a creature to 0 hit points.
- If you begin your turn with no more than half of your maximum hit points, you must succeed on a DC 12 Wisdom saving throw or move directly towards the nearest creature to you and use the Attack action against that creature. If there is more than one possible target, roll to randomly determine the target. You then regain control for the remainder of your turn. If you are under an effect that prevents you from concentrating (like the barbarian’s Rage feature), you automatically fail this saving throw.
Once you use this feature, you can’t use it again until you finish a long rest.