Home Creators Posts Import Register Favorites Logout

Downloads

Content

Empower Your Spells with Your Own Lifeforce

Though often shunned by their fellow arcane practitioners, Sangromancers have little care for the opinions of those unwilling to truly sacrifice in the pursuit of magical excellence. By infusing their own life blood into their spells, these wizards access fonts of magic beyond the realm of possibility. Though their macabre practices leave them with little in the way of reputation, those who study the blood arts bask in equal parts reverence and fear from foes and allies alike. 

Drink Red

2nd level Sangromancer feature

Starting at 2nd level, the first time each turn a creature becomes bloodied from a leveled wizard spell you cast, you gain an amount of temporary hit points equal to your wizard level plus your Intelligence modifier (minimum of 1). 

Written in Blood

2nd level Sangromancer feature

Blood tells many stories, one simply has to listen. 

Starting at 2nd level, as an action you can consume a creature’s blood to gain information about the creature, learning more depending on the amount consumed. The blood must be fresh (less than 24 hours old), or have been kept in good condition prior to consumption (DM’s discretion). 

Amount - Information

Drop: The type of creature, its relative age, and matters regarding its health when this blood was collected

Vial: The creature’s current direction relative to you (if it is on the same plane of existence as you) which you can sense for the next hour

Cup or More: You experience the creature’s memories 30 minutes prior to when this blood was collected

Sanguine Amplification

6th level Sangromancer feature

At 6th level, you learn to amplify your magic with your lifeblood. When you cast a leveled wizard spell, you can spend one or more hit dice to increase the spell level by the number of spent hit dice, even if you do not have a spell slot remaining at that level. 

When you do, your hit point maximum is reduced by 1d6 for each hit dice spent immediately after you cast it. This reduction to your hit points cannot be lessened in any way.

The increased level of the spell cannot exceed the highest level wizard spell slot you have (i.e. as a 6th level wizard, you cannot increase the level of a spell beyond 3rd level). 

If your hit point maximum is reduced this way, it can only be restored by finishing a long rest. 

Rapid Convalescence

10th level Sangromancer feature

Life and magic are one and the same; where one goes, comes the other. At 10th level, whenever you recover expended spell slots with your Arcane Recovery feature you also recover a number of spent Hit Dice equal to your Intelligence modifier (minimum of 1). 

Crimson Surge

14th level Sangromancer feature

The blood in your veins pumps with arcane vigor, amplifying your magic even further. 

Starting at 14th level, when you cast a wizard spell with a spell slot of levels 1-5 that deals damage, you can deal maximum damage with that spell on the turn you cast it. 

The first time you do so each day, you suffer no adverse effect. If you use this feature again before you finish a long rest, your current and maximum hit points are reduced by 2d6 for each level of the spell slot immediately after you cast it. 

Each time you use this feature again before finishing a Long Rest, the amount your current and maximum hit points are reduced by spell level increases by 2d6. 

This reduction to your hit points cannot be lessened in any way. If your hit point maximum is reduced this way, it can only be restored by finishing a long rest.

Files

Comments

No comments found for this post.