Sanguimancer

A dim light pours into a room with a hooded man holding a bloody knife. A large, fresh cut upon his palm weeps blood onto the floor. A ring of runes drawn in blood circles where he stands. With a few words the runes flash and a bolt of fire flies from the man's hand. A warlock who does not follow a patron and instead delves into blood magic is called a Sanguimancer (or in some instances a Blood Mage). Sanguimancy, Blood Magic, is the art of using living blood as a conduit or component of spells. It is often taboo in most cultures and certainly frowned upon by the servants of good, although it is not inherently evil. Those who seek a quick route to power and disregard the cost of life will find this path into the arcane appealing.

Expanded Spell List

The Sanguimancer lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Sanguimancer Expanded Spells

Spell Level Spells 1st Inflict Wounds, Bane 2nd Enhance Ability, Gentle Repose 3rd Animate Dead, Speak with Dead 4th Death Ward, Control Water 5th Dominate Person, Contagion

Blood Arcana

Beginning at 1st level, you learn how to sacrifice your own blood to call forth arcane might. As a bonus action, you may sacrifice health in place of a spell slot in the amount of three times the level of the spell. For example, casting the 3rd level spell Speak with Dead would sacrifice 9 hit points. You may only use this ability on Warlock spell slots.

Once you use this feature, you can't use it again until you finish a short or long rest.

Life Link

At 6th level, a sanguimancer is familiar with how to pull living blood from another. As a standard action you may make a spell attack against a living creature of flesh and blood within 60 feet. If your spell connects, the creature suffers 3d4 necrotic damage and an additional 1d4 per every odd warlock level you possess past 6th and you gain that many temporary hit points for one hour. For example, a 9th level warlock would deal 5d4 damage and gain that many temporary hit points when using this feature.

Tinge of Blood

Beginning at 10th level, you learn how to draw additional power from your blood magic and gain magical resilience from it. When you successfully deal damage with your Life Link or sacrifice health through Blood Arcana, you gain advantage on and resistance to transmutation and necromancy spells and effects for the next hour. Once you use this feature, you can't use it again until you finish a long rest.

Human Transmutation

Beginning at 14th level, you can manipulate blood and other living tissue to bring about life, once again. As an action, you choose two creatures within 60 feet of you and each other, one may be dead but the other must be living. You may transfer life from one target to the other. The living target you are transferring life from must make a Constitution save against your warlock spell save DC or suffer 6d10 points of necrotic damage. On a failed save, the target you are transferring life to receives health in the amount of damage done. On a successful save, the recipient receives no life and the damaged target only receives half damage. If the target that was to be healed was dead for no longer than 10 days, it will receive the benefit of Raise Dead.

Once you use this feature, you can't use it again until you finish a long rest.