Sorcerer: Sangromancy Origin

by JQuellin

Search GM Binder Visit User Profile

Sorcerer: Sangromancer Origin

You inherited the uncommon power of sangromancy or blood magic. Despite its dark reputation, there’s nothing inherently evil about the practice of sangromancy, though its demands on its practitioners are gruesome. As a sangromancer, your chosen magic demands more than knowledge—it demands sacrifice as well. Other magicians may view you with skepticism or even outright hostility, but none can deny the potency of your art

Sangromancy Savant

Starting at 1st level, all sangromancy spells are added to the Sorcerer spell list for you

Origin Spells: Sangromancy Spells

At 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Sangromancy Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list.

Sangromancy Spells
Sorcerer Level Spells
1st Blood Rush, Crimson Lash, Consumption
3rd Sense Lifeblood, Theft of Vitae
5th Blood Bond, Reanimate
7th Circle of Scarlet, Dark Sacrament
9th Mortality, Little Death

Full-Blooded

Starting at 1st level, you gain a pool of d12s that you can expend instead of a hit die when you cast sangromancy spells. The number of dice in the pool equals 1 + your sorcerer level. Your pool regains all expended dice when you finish a long rest.

Sanguine Vigor

Starting at 6th level, your hit point maximum increases by 6 and increases by 1 again whenever you gain a level in this class. In addition, when you cast a sangromancy spell, you regain a number of hit points equal to the level of the spell.

Red Renewal

Starting at 14th level, when you finish a short rest, you can choose expended hit dice to recover. When you do, choose a number of expended hit dice equal to half your wizard level and regain them. You regain an equivalent number of dice from your Full Blooded feature. Once you use this feature, you can’t use it again until you finish a long rest

Sanguine Presence

Beginning at 18th level, you can channel the pure life essence of your sanguine ancestry, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.