To hunt down a monster, one must become a monster. That is the path picked by those of the Sanguine conclave. You draw malevolent magic from the blood that flows through your veins, to imbue your weaponry with your life force or to curse your foes with unbridled hatred. If you strive to emulate the Sanguine rangers, you must be ever vigilant, or risk being corrupted, risk becoming a hunter's next target.

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Sanguine Spells table. The spell counts as a ranger spell for you, and it doesn’t count against the number of ranger spells you know.

Channel Vitality

At 3nd level, you gain the ability to channel malevolent energy from your life force, using that energy to fuel magical effects.

When you use your Channel Vitality, you can choose which effect to use. You must then finish a short or long rest to use your Channel Vitality again.

On your turn, if you have no uses of your Channel Vitality, you can generate another use (no action required) by taking necrotic damage equal to twice your ranger level. This damage ignores resistance and immunity, reduces your hit point maximum by an amount equal to the damage taken, and the reduction lasts until you finish a long rest. You can't generate a use again until you finish a long rest.

Infusion. As an action, you empower your weaponry with your life force, manifest as elemental energy. Choose cold, fire, lightning, necrotic, or poison. For the next minute, your weapon attacks deal an extra 1d6 damage of the chosen type when they hit. This effect ends if you are incapacitated or if you choose to end it. Additionally, you can make one weapon attack as part of the same action.

Malediction. You can cast a spell learned from Sanguine Magic at its lowest level without expending a spell slot.