The Sanguimancer Level Proficiency Bonus Features Blood DIce Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Spellcasting, Arcane Blood — 3 2 — — — — — — — — 2nd +2 Crimson Pact 1d4 3 3 — — — — — — — — 3rd +2 Sanguimancer Archetype 1d4 3 4 2 — — — — — — — 4th +2 Ability Score Improvement 1d4 4 4 3 — — — — — — — 5th +3 — 2d4 4 4 3 2 — — — — — — 6th +3 Archetype Feature 2d4 4 4 3 3 — — — — — — 7th +3 — 2d4 4 4 3 3 1 — — — — — 8th +3 Ability Score Improvement 3d4 4 4 3 3 2 — — — — — 9th +4 — 3d4 4 4 3 3 3 1 — — — — 10th +4 Archetype Feature, Scarlet Weapon 3d4 5 4 3 3 3 2 — — — — 11th +4 — 4d4 5 4 3 3 3 2 1 — — — 12th +4 Ability Score Improvement 4d4 5 4 3 3 3 2 1 — — — 13th +5 — 4d4 5 4 3 3 3 2 1 1 — — 14th +5 Archetype Feature 5d4 5 4 3 3 3 2 1 1 — — 15th +5 — 5d4 5 4 3 3 3 2 1 1 1 — 16th +5 Ability Score Improvement 5d4 5 4 3 3 3 2 1 1 1 — 17th +6 — 6d4 5 4 3 3 3 3 2 1 1 1 18th +6 Crimson Tides 6d4 5 4 3 3 3 3 2 1 1 1 19th +6 Ability Score Improvement 6d4 5 4 3 3 3 3 2 2 1 1 20th +6 Carnage 7d4 5 4 3 3 3 3 2 2 1 1 Sanguimancer A hooded half-elf puts a knife through his hand as he whispers an incantation and watches as six droplets of blood fly from his outstretched palm into the backs of the guards stationed on the wall. Grabbing a snow white bunny in one hand, a dying halfling mutters some few words of power and steals the life from his pet, feeling it surge throughout his body as he rises to his feet. A human hiding behind a stalagmite brings his blood-red axe down on a surprised spider, feeling its lifeforce drain and granting him a momentary surge of vigor. Sanguimancers, through careful and dangerous studies, imbue the source of their life with arcane magic. By doing this they are able to empower their spells to help their allies or decimate their foes. Power from the Blood Words Power with Sacrifice Words Creating a Sanguimancer Words

Quick Build You can quickly make a sanguimancer by following these suggestions. First, Intelligence should be your highest ability score, followed by constitution. Second, choose the Hermit background Class Features As a sanguimancer, you gain the following class features Hit Points Hit Dice: 1d8 per sanguimancer level

1d8 per sanguimancer level Hit Points at 1st Level: 8 + your Constitution modifier + your Intelligence modifier

8 + your Constitution modifier + your Intelligence modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier + your Intelligence modifier per sanguimancer level after 1st Proficiencies Armor: Light armor

Light armor Weapons: Daggers, darts, handaxes, sickles, battleaxes, short swords, longswords, rapiers, scimitars, quarterstaffs, light crossbows

Daggers, darts, handaxes, sickles, battleaxes, short swords, longswords, rapiers, scimitars, quarterstaffs, light crossbows Tools: Herbalism kit, Alchemist's Supplies Saving Throws: Constitution, Intelligence

Constitution, Intelligence Skills: Choose two from Arcana, History, Nature, Animal Handling, Medicine, and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a short sword or (b) three daggers

(a) 10 darts or (b) two handaxes

(a) a scholar’s pack or (b) an explorer’s pack

A spellbook Spellcasting As a student of arcane magic, you have a Spellbook containing spells that show the first glimmerings of your true power. See chapter 10 for the general rules of spellcasting and chapter 11 for the sanguimancer spell list. Cantrips At 1st level, you know three 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. Spellbook At 1st level, you have a Spellbook containing four 1st-level sanguimancer spells of your choice. Preparing and Casting Spells The sanguimancer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these 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. You prepare the list of sanguimancer spells that are available for you to cast. To do so, choose a number of sanguimancer spells from your Spellbook equal to your Intelligence modifier + your sanguimancer level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you’re a 3rd-level sanguimancer, you have four style='position:absolute;bottom:-10px;right:-60px;' />st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your Spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of sanguimancer spells requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Intelligence is your spellcasting ability for your sanguimancer spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a sanguimancer spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Spellcasting Focus As a sanguimancer, you can use a bladed weapon as a spellcasting focus. Learning Spells of 1st Level or Higher Each time you gain a sanguimancer level, you can add one sanguimancer spell of your choice to your Spellbook. This spell must be of a level for which you have spell slots, as shown on the sanguimancer table. On your adventures, you might find other spells that you can add to your Spellbook (see the “Your Spellbook” sidebar).

Your Spellbook The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library. Copying a Spell into the Book. When you find a sanguimancer spell of 1st level or higher, you can add it to your Spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it. Copying a spell into your Spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the sanguimancer who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your Spellbook using your own notation. For each level of the spell, the process takes 2 hours, costs 25 gp, and you take 1d4 necrotic damage. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells. Replacing the Book. You can copy a spell from your own Spellbook into another book—for example, if you want to make a backup copy of your Spellbook. This is just like copying a new spell into your Spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour, 10 gp, and take 1 necrotic damage for each level of the copied spell. If you lose your Spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new Spellbook. Filling out the remainder of your Spellbook requires you to find new spells to do so, as normal. For this reason, many sanguimancers keep backup Spellbooks in a safe place. The Book’s Appearance. Your Spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous Spellbook in a mishap. Most often sanguimancers choose to write their spells in blood. Arcane Flesh Beginning at the first level, after careful study, you have infused your blood with magic, causing your hit points to be equal to 1d8 + your Constitution modifier + your Intelligence modifier per sanguimancer level after the 1st. Crimson Pact Beginning at level 2, you learn to use the arcane force imbued in your blood to empower your spells. You may roll up to a number of Blood Dice (d4) as shown by your character chart per turn whenever you're told to roll Blood Dice. Whenever you roll a Blood Die, you that much necrotic damage immediately before your spell takes effect. For example, if you are a 11th level sanguimancer, you may roll 4 Blood Dice in one turn. You might use three of those for bonus damage on the first spell you cast and then one of them for a bonus action spell such as healing word, you could then not use any more until your next turn. Whenever you cast a spell that targets one or more creatures and require a damage or healing roll you may roll any number of Blood Dice to add necrotic damage or additional healing. You must roll however many Blood Dice you are rolling before rolling to attack Scarlet Weapons When you reach 10th level, you can reduce your max hit points by 4, 6, or 8 to create a weapon (it's appearance based on hit points spent, see the chart below) out of your own blood. This ritual takes 10 minutes for each hit point spent this way. These weapons are stored in your blood; as such they can be hidden and don't take up space or weight, and can be summoned as an action or flourished. While conscious, you can use your bonus action to consume the weapon and restore the lost hit points. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your 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. Hit Points Spent Weapon Appearance 4 Dagger, Handaxe, Quarterstaff 6 Short sword, Scimitar, Sickle 8 Longsword, Battleaxe, Rapier Crimson Tides Beginning at 18th level whenever you would be dropped to 0 hit points, instead you can dissolve into a pool of blood, moving up to 30 feet away without provoking attacks of opportunity and instead going to 1 hit point. Carnage When you reach 20th level, whenever you kill a creature, you may restore 2d8 + health. Sanguimancer Archetype Once you reach level 3, choose an archetype: Blood Baron or Heretical Healer. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th level.

Blood Baron When you choose this archetype at 3rd level, the following spells are added to your spellbook. These spells are not on the sanguimancer spell list but they are nonetheless a sanguimancer spell for you: Spell Level Spell Name 1 Burning Hands, Witch Bolt In addition, each time you gain a sanguimancer level (including this one), you may add one of the following spells to your spellbook. The spell must be of a level for which you have spell slots. Spell Level Spell Name 2 Flaming Sphere, Cloud of Daggers 3 Vampiric Touch, Lightning Bolt 4 Ice Storm, Blight 5 Cone of Cold, Rain of Blood 6 Chain Lightning, Sunbeam 7 Finger of Death, Mordekainen's Sword 8 Incendiary Cloud, Sunburst 9 Power Word Kill, Meteor Storm Blood Rites Beginning when you select this school at 3rd level, you may add your constitution modifier whenever you roll at least one blood die you roll for spells that deal damage. Thick Veined Beginning at 6th level whenever you roll at least one Blood Die, add 1 to an attack roll for each Blood Die used. Hemorrhage At 10th level whenever you use any Blood Dice, you gain temporary hit points equal to damage taken from the blood dice. At the start of each of your turns, if you still have temporary hit points gained this way, roll 1d4 and subtract the number rolled from your temporary hit points. Exsanguinate At 14th level, you may attempt to siphon blood from nearby creatures as an action. All creatures within 20 feet of you must succeed on a constitution saving throw or take 10d4 necrotic damage and you regain hit points equal to half of the damage dealt to one creature this way. You may use this ability once per long rest. Heretical Healer When you choose this archetype at 3rd level, the following spells are added to your spell list. These spells are not on the sanguimancer spell list but they are nonetheless a sanguimancer spell for you: Spell Level Spell Name 1 Cure Wounds, Healing Word In addition, each time you gain a sanguimancer level (including this one), you may add one of the following spells to your spellbook. The spell must be of a level for which you have spell slots. Spell Level Spell Name 2 Lesser Restoration, Enhance Ability 3 Haste, Mass Healing Word 4 Banishment, Greater Invisibility 5 Mass Cure Wounds, Seeming 6 Heal, Heroes' Feast 7 Resurrection, Regenerate 8 Power Word Stun, Clone 9 Power Word Heal, True Resurrection Bloodwell Beginning when you select this school at 3rd level, whenever you cast a spell to heal one or more creatures, you may add the spell's level to the dice roll. Sacrificial Casting Beginning at level 6, you may use your bonus action and roll any number of Blood Dice to give a creature within 30 feet that many temporary hit points. Once you use this feature you may not use it again until you finish a short or long rest. Bloodied Shaman At 10th level, you may expend one Blood Die per level of the spell up to your maximum to cast a spell with a casting time of 1 action that targets one or more friendly creatures as a bonus action instead (this effect does not give the normal benefits of consuming Blood Dice). Arcane Leech Beginning at the 14th level, whenever you heal a creature, you may target another creature within 30 feet of the healed creature. That creature must succeed on a constitution saving throw or take necrotic damage equal to the amount of healing done. Then you heal yourself for half of the damage dealt this way. Multiclassing Prerequisites. To qualify for multiclassing into the class, you must meet these prerequisites: 13 constitution, 13 intelligence. Proficiencies. When you multiclass into the class, you gain the following proficiencies: Light armor, The weapons from the class's skill list, Herbalism kit, and Alchemist's Supplies