School of Sanguimancy A Sanguimancer is skilled in strengthening allies and damaging enemies, studying both life and death. This makes you a valuable ally to many. You will learn to drain creatures of their blood, and use it to both wreak devestation and save lives. Sanguimancy Savant Beginning when you select this spell at 2nd level, the gold and time you must spend to copy a Sanguimancy spell into your spellbook is halved. Blood Rituals Daggers serve as your wizard spell focus Starting at 2nd level, you may use hit dice as spell slots. 1 hit die for a level 1 spell slot, 2 for a level 2, and so on. Hemoglobin Control At 6th level, you Learn the Blood Burst cantrip. If you already know this cantrip, you learn a different cantrip of your choice. The cantrip doesn't count against your number of cantrips known. Blood Burst strengthens, and becomes Empowered Blood Burst. Its casting time is now 1 Bonus Action

Blood Burst now has a duration of 6. At 14th level this becomes 7. at 18 this becomes 8.

Blood Burst's damage die now becomes a d6. Plasma Donation starting at 10th level, whenever you deal damage with a spell slot of 1st level or higher from the sanguimancy school, you gain half the damage dealt as Temporary HP. Empowered Blood Burst can now effect 2 creatures with 1 cast. you may use your move action to instead move all of your blood pools up to 10 feet toward you. Tempered Vitality Starting at level 14, if you are standing in a 10 foot pool of blood , you can use a standard action to absorb it and regain a hit die. you may now cast 2 spells in the same turn, following these restrictions. both spells must be Sanguimancy spells

one of the spells must be Empowered Blood Burst

you can not cast Empowered Blood Burst twice in the same turn Further Explained According to PHB 202, you may not cast a second spell in one turn (a turn being your 6 seconds of glory in a round) except for a cantrip with a casting time of 1 action. Tempered vitality surpasses this rule, as long as you follow all of the restrictions given.

Blood Burst Sanguimancy Cantrip Casting Time: 1 action

1 action Range: 60

60 Components: V, S

V, S Duration: 5 rounds Choose one creature within range. A target must succeed on a Constitution saving throw or take 1d4 Necrotic damage. If a creature fails the saving throw, blood oozes out of their pores, and forms a 5 foot pool of blood in their square, this pool lasts 30 seconds. This spells damage increases when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4) Sacrifice Sanguimancy Cantrip Casting Time: 1 Action

1 Action Range: 30 Feet

30 Feet Compoments: V, S (Damaging yourself)

V, S (Damaging yourself) Duration: Instantaneous You cut your hand, damaging yourself for up to 4 HP (you select the exact amount). For each HP you take in damage, you can give an ally Temporary HP equal to your Proficency bonus. You cannot give a single ally more than your proficiency bonus. You cannot give yourself Temporary HP. Hemopoison Sanguimancy Cantrip Casting Time: 1 action

1 action Range: 20 feet

20 feet Components: V, S

V, S Duration: Concentration, up to 1 minute you Choose one creature within range. the target makes a constitution saving throw. On a fail, it is poisoned. It may make another saving throw at the end of each of its turns. Iron Blood Sanguimancy Cantrip Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S

V, S Duration: 1 hour Touch a weapon and take 2 damage. For the duration that weapon is magical for the purpose of overcoming resistance and immunities. Blood Boil 1st-Level Sanguimancy Casting Time: 1 Action

1 Action Range: 90 feet

90 feet Components: V, S, M (a blood soaked match)

V, S, M (a blood soaked match) Duration: Concentration, up to a minute. Choose up to 5 blood pools within range. The pool begins to boil, forcing each creature inside to make a dexterity saving throw. on a failed save it deals 1d4 fire damage. A creature takes the same damage when it enters the pool for the first time or ends its turn there. At higher levels: when you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each spell slot level above the fourth. Rupture 1st-Level Sanguimancy Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S

V, S Duration: Instantaneous Choose 1 creature within range. That creature makes a constitution saving throw. On a failed save the targets veins rupture, dealing 2d6 Necrotic damage, and placing 2 blood pools on the battlefiend. (1 in the square of the enemy and another in an adjacent square of the GM's choice.) At Higher Levels: when you cast this spell using a spell slot of 2nd level or higher, the damage is increased by 1d6 for each level above 1st. Hemobolt 1st-Level Sanguimancy Casting Time: 1 action

1 action Range: 90 feet

90 feet Components: V, S, M (a vial of iron powder)

V, S, M (a vial of iron powder) Duration: Instantaneous Choose up to 4 blood pools within range. These form together and get hurled at an enemy of your choosing within range. Make a ranged spell attack at an enemy. If you hit, the enemy takes 2d8 Bludgeoning damage per blood pool used. Each blood pool you use is destroyed. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 per level above first. Transfusion 1st-Level Sanguimancy Casting Time: 1 action

1 action Range: 40 feet

40 feet Components: V, S, M (a small needle)

V, S, M (a small needle) Duration: instantaneous Choose an enemy within range. They make a constitution saving throw. If they fail, deal 2d4 necrotic damage and heal for half that amount. At Higher Levels: when you cast this spell using a spell slot of 2nd level or higher, the damage is increased by 1d4 for each level above first.

Blood Spike 1st-Level Sanguimancy Casting Time: 1 bonus action

1 bonus action Range: Self

Self Components: V, S, M (a vial of your own blood)

V, S, M (a vial of your own blood) Duration: concentration, up to 1 minute. Take 1d4 damage. You pull your own blood out of your veins, and it hardens into the shape of dagger. You have proficiency with this weapon. This weapon functions as magical for surpassing resistances and immunities. Use intelligence instead of dexterity to attack with this weapon. 1d6 is the damage die for this weapon. When you strike an enemy with it, you regain half the damage you dealt as health (round up). You can give this weapon to another creature. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each level above 1st. Melt 2nd-Level Sanguimancy Casting Time: 1 Reaction

1 Reaction Range: Self

Self Components: S

S Duration: instantaneous Your entire body melts into a puddle of blood to get out of the way of an attack. You may "flow" up to 10 feet in a direction. You form back and are prone at the end of the move. Red Healing 2nd-Level Sanguimancy Casting Time: 1 action

1 action Range: 80 feet

80 feet Components: V, S, M (a fresh bandage)

V, S, M (a fresh bandage) Duration: instantaneous Choose an ally and a blood pool within range. That pool moves up to 30 feet and engulfs the ally and heals for 1d8 + your spellcasting modifier. The pool is destroyed after you cast this spell. At Higher Levels: when you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each level above 2nd. Red Rain 3rd-Level Sanguimancy Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S

V, S Duration: concentration, up to 1 minute. Absorb all blood pools within 30 feet of you. If there are no pools within range, the spell fails. You create a rainstorm of gore centered on a point in range. Each creature makes a dexterity saving throw. On a failure, take 2d4 necrotic damage per blood pool absorbed. On a success, half damage. Blood pools this spell uses are destroyed. At Higher Levels: when you cast this spell using a spell slot of 4th level or higher, the damage is increased by 2d4 per spell slot used above 3rd. Plasma burst 3rd-Level Sanguimancy Casting Time: 3 actions

3 actions Range: 20 feet

20 feet Components: V, S

V, S Duration: Concentration, 18 seconds. This spell requires at least 2 blood pools nearby. If there aren't at least 2, the spell fails. This spell also requires 3 turns of commitment. If your concentration breaks before then, the spell fails. You must dedicate your standard action to it each turn. First round: you absorb all pools within 20 feet of you, and begin charging.

Second round: you absorb all pools nearby again.

Third round: the blood you have accumulated is launched in 20 feet every direction around you. Each creature within that range makes a dexterity saving throw. On a failure they takey 3d8 bludgeoning damage per pool absorbed. On a success half damage. At Higher Levels: when you cast this spell using a spell slot of 4th level or higher, the damage is increased by 1d8 per level beyond 3rd. Sanguine Pool 3rd-Level Sanguimancy Casting Time: 1 action

1 action Range: Self

Self Components: V, S

V, S Duration: up to 24 seconds Take damage equal to 20% of your current health (round down). You liquify into a puddle. You cannot take any actions, except move, during this time as you do not have hands or a mouth. Your speed is increased by 20 during this time and you are not affected by difficult terrain. Fast Clotting 3rd-Level Sanguimancy Casting Time: 10 minute

10 minute Range: Self

Self Components: V, S

V, S Duration: 10 hours After casting this spell, you will heal back 1/2 of piercing and slashing damage you take 1 round after you take it. Round up. For Example Someone stabs you with a sword and deals 10 damage. The next round of combat, or 6 seconds out of combat, you will heal back 5, rounded down, 2 damage.

Pestilence 4th-Level Sanguimancy Casting Time: 1 acton

1 acton Range: self

self Components: V, S, M (a rats tail)

V, S, M (a rats tail) Duration: instantaneous You defile the earth in a 20 foot circle centered on yourself. Each creature within this area, excluding you, must make a constitution saving throw. On a failure, take 4d6 damage, and gain the poisoned effect until the end of their next turn. At Higher Levels: when you cast this spell using a spell slot of 5th level and higher, the damage is increased by 1d8 per level beyond 4th. Plasma Portal. 4th-Level Sanguimancy Casting Time: 1 reaction

1 reaction Range: 50 feet

50 feet Components: V

V Duration: instantaneous Teleport to a point within range. Every creature within 10 feet of where you start and end makes a constitution saving throw. On a failure, take 3d6 necrotic damage and 2d6 bludgeoning damage. Each creature affected, on either side, drops a blood pool. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage is increased by 2d6 (1 of each damage type) and the range by 20 feet per level beyond 4th. Create Blood 5th-Level Sanguimancy Casting Time: 1 action

1 action Range: self

self Components: V, S, M (a small vial of Vampire blood)

V, S, M (a small vial of Vampire blood) Duration: instantaneous Creates a pool of blood with a radius of 5 feet centered around you. Hemoglobin Annihilation 5th-Level Sanguinmancy Casting Time: 1 action

1 action Range: touch

touch Components: V, S

V, S Duration: instantaneous You touch an enemy and attempt to destroy their hemoglobin, starving them of oxygen. Make a melee spell attack against an enemy. If successful, the enemy makes a constitution saving throw. If a failure, the enemy gains 1 level of exhaustion. Red Bastion 5th-Level Sanguimancy Casting Time: 1 action

1 action Range: Self

Self Components: V, S

V, S Duration: concentration, up to 1 minute Take 10% of your maximum health as damage. A puddle of blood pools around you and then encloses you. Your AC becomes 22. You gain immunity to piercing, slashing, and bludgeoning damage. You gain resistance to all other forms of damage. Your speed becomes 0. You may not take actions on your turn, except to expend hit die. You may expend one every 6 seconds. 2 pools of blood appear near you when you exit this spell. Vitality Shift 6th-Level Sanguimancy Casting Time: 1 action

1 action Range: self

self Components: V, S

V, S Duration: Instantaneous You absorb and destroy up to 10 blood pools within 60 feet of you. You heal 2d8 per pool absorbed, then gain 3d6 Temporary HP per pool absorbed. Leech 6th-Level Sanguimancy Casting Time: 1 action

1 action Range: 10

10 Components: V

V Duration Instantaneous each enemy creature within range makes a constitution saving throw. On a failure, they take 4d8 necrotic damage and create a pool of blood. Crimson Sacrifice 7th-Level Sanguimancy Casting Time: 1 action

1 action Range: Self

Self Components: V, S

V, S Duration: Instantaneous Sacrifice all of your health down to 1 HP, then distribute the health you lost to any allies within 30 feet.