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Sanguinist Stats & Attributes

Hit Points

Mana

Armor Class

20

20

9

Hit Dice

1d10

Attributes

Health

Mana

Constitution

7

0

Damage Mod

Damage Dice

Strength

Wisdom

Dexterity

Intelligence

2

3

3

2

3

0

+d1

0

0

1

1

0

0

2

Attack Rating

0

+1

0

Armor Class

0

+1

0

+1

0

0

0

+1

0

+d2

+1

Sanguinist Spell List

BAD BLOOD | Passive / Debuff |

 

Hostile creatures near a sanguinist are unable to feel full the effects of healing.  Healing skills, abilities or effects are reduced by half (Cannot be reduced below 1.)


XP COST: 15

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BLOOD BOIL | Standard Action / Attack | 6 Mana |

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By touching a target, the caster can infuse their blood with a fiery heat. Causing their very blood to begin to boil, inflicting excruciating pain upon their victim and causing 2d6+2(Int) damage. 

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REQUIREMENT: 1 INT

XP COST: 20

HEMORRHAGE |  Standard Action / Attack |  8 Mana |

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On a successful attack roll, the Sanguinist forces blood to erupt form any orifice of their target.  Their nose, eyes, ears, etc.  Target suffers a bleed effect equal to 1d8+2(Int) per round for two rounds.

The origin of the blood will likewise cause a debuff based on location for the same duration.

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Eyes: Blind

Ears: Enfeebled

Nose: Goad
Mouth: Silenced
Wound: Crippled

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REQUIREMENT: 1 INT 1 CON

XP COST: 30

TASTE OF BLOOD | Standard Action / Buff | 6 Mana |

 

By tasting the blood of another creature, the blood mage can discern basic traits of who or what it belongs to. Depending on how well they roll they may learn the nature of their race and lineage, and if their blood has magical properties. If the blood is potent enough they may even be granted a single memory belonging to it. 
 

DM: The blood mage must make a con saving throw against blood poisoning in certain cases if the blood is infused with potent magic, disease, or poison.

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(Mages cannot use this skill in combat.)

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REQUIREMENT: 2 INT 1 WIS
XP COST: 55

BLOOD THEFT | Standard Action / Buff | 10 Mana 

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By stealing the blood of another and siphoning it into themselves, the caster temporarily gains either one physical or one magical trait belonging to their target. This can be a racial trait or ability. For example, if their target has nightvision, they may also have nightvision for a 24hr duration. 

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(Mages may call upon this ability once per day.)


REQUIREMENTS: 2 INT 2 DEX

XP COST: 70

SANGUINE HOMUNNCULUS | Standard Action / Summon | 12 Mana | 

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Drawing from your own essence, you are able to create a Sanguine Homunculus. You deal self damage of 1/3rd of your total maximum health pool.  Creating a Homunculus with HP equal to double your maximum health pool. 

 

All Physical attack damage sustained by the Hemomancer is suffered by the Homunculus instead. Magical attacks still damage the caster directly. 

 

This creature’s stats take the same attributes as the caster, though utilizes the attribute values as a Bulwark.)

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(Mages may call upon this ability once per day.)


REQUIREMENTS: 3 INT 2 CON

XP COST: 90

VITAL INFUSION | Fast Action / debuff | 4 Mana |

 

Touch a willing creature and infuse their blood with your own power, granting them a boon of choice. This could be an increase in damage on their next attack, or an advantage on a saving throw.

 

​(Mages may call upon this ability once per 5 turns of combat.)

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REQUIREMENTS: 2 INT

XP COST: 40

EXSANGUINATE | Standard Action / Attack | 7 Mana |

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Siphon the blood of up to three targets in range, manipulating the substance into an aoe attack of up to five nearby creatures. 

This attack is two part:
1. The original targets take 2d6+4(Int) damage.

2. The AoE causes 2d2+Int Score. 
 

(Mages may call upon this ability once per 5 turns of combat.)

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REQUIREMENT: 2 INT 2 STR
XP COST: 65

MIRRORED IN BLOOD |  Standard Action / Buff |  10 Mana​ | 

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By using the blood of their victims, the caster can temporarily alter their own physical appearance to mirror that of their target. While it is a near perfect mirror image, there will be certain traits the caster cannot fully copy.

 

The process can be painful, and for the duration of the spell the caster will feel as though they are wearing a second skin atop their own. The longer they remain this way, the more damaging it can be to their psyche. 

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(Mages may call upon this ability once per week.)



REQUIREMENT: 3 INT 

XP COST: 80

THE PUPETEER | Standard Action | 15 Mana

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The caster reaches into a target’s blood stream to bend it to their will, forcing the target to move against their own volition. In combat this can last for up to 3 rounds and each round on their turn the target has a chance to break the spell with a saving throw, DC of 5+ Caster’s Wisdom score. The caster can also take no other action so long as they hold control of their target.

 

(Mages may call upon this ability once per combat scenario or once per day)

REQUIREMENTS: 4 INT 3 CON
XP COST: 100

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