Korasyl
2015-10-24, 04:57 PM
Sangromancer:
As this is listed, this Class will be starting out as a Beta. Knowing that Blood Magic is EXTREMELY OP, it may take a while to balance out this Class. (Let alone build it!)
Special Thanks goes to:
Ninja_Prawn for their astounding creativity on the Spells.
Cassious
Flashy
JNAProductions
For their support and ideas on how to better build this class!
Player Level
Proficiency Bonus
Features
Vitae
Cantrips Known
1st Level Known
2nd Level Known
3rd Level Known
4th Level Known
5th Level Known
6th Level Known
7th Level Known
8th Level Known
9th Level Known
1
+2
Spellcasting, Vitae
2
2
2
-
-
-
-
-
-
-
-
2
+2
Bloodline Trait
2
2
3
-
-
-
-
-
-
-
-
3
+2
Sanguine Amplifier
4
2
4
2
-
-
-
-
-
-
-
4
+2
Ability Score Improvement
4
3
4
3
-
-
-
-
-
-
-
5
+3
-
6
3
4
3
2
-
-
-
-
-
-
6
+3
Bloodline Trait
6
3
4
3
3
-
-
-
-
-
-
7
+3
-
8
3
4
3
3
1
-
-
-
-
-
8
+3
Ability Score Improvement
8
3
4
3
3
2
-
-
-
-
-
9
+4
-
10
3
4
3
3
3
1
-
-
-
-
10
+4
Sanguine Amplifier
10
4
4
3
3
3
2
-
-
-
-
11
+4
-
12
4
4
3
3
3
2
1
-
-
-
12
+4
Ability Score Improvement, Bloodline Trait
12
4
4
3
3
3
2
1
-
-
-
13
+5
-
14
4
4
3
3
3
2
1
1
-
-
14
+5
-
14
4
4
3
3
3
2
1
1
-
-
15
+5
-
16
4
4
3
3
3
2
1
1
1
-
16
+5
Ability Score Improvement
16
4
4
3
3
3
2
1
1
1
-
17
+6
Sanguine Amplifier
18
4
4
3
3
3
2
1
1
1
1
18
+6
Bloodline Trait
18
4
4
3
3
3
3
1
1
1
1
19
+6
Ability Score Improvement
20
4
4
3
3
3
3
2
1
1
1
20
+6
Crimson Virtue
20
4
4
3
3
3
3
2
2
1
1
As a Sangromancer, you gain the following Class Features:
HIT POINTS:
Hit Die: 1d6 per Sangromancer Level
Hit Points at 1st Level: 6 + CON Modifier
Hit Points at Higher Levels: 1d6(4) + CON Modifier
PROFICIENCIES:
Armor: Light Armor
Weapons: Simple Weapons, Light Crossbows, Rapiers, Shortswords
Tools: Healers' Kit
Saving Throws: Dexterity, Charisma
Skills: Choose two from Arcana, Animal Handling, Deception, Insight, Perception, Persuasion, and Performance
EQUIPMENT:
You start with the following equipment, in addition to the equipment gained by your background:
- (A) Light Crossbow with 20 Bolts or (B) a Rapier
- (A) A Shortsword or (B) any Simple Weapon
- (A) a Dungeoneer's Pack or (B) an Explorer's Pack
- Leather Armor and a Sacrificial Kris (Dagger)
A gruesome event that drenched you in the blood of your loved ones has awakened your dark power.
This feeling of dread, wherever it originated, fuels your spells.
CANTRIPS:
At 1st level, you know two Cantrips of your choice from the Sangromancer Spell List.
You learn additional Sangromancer Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sangromancer Table.
SPELLS:
The Sangromancer, unlike other Spellcasting Classes, does not use Spell Slots.
Instead, they use what is called Vitae Motes.
To cast one of these Sangromancer Spells, you must expend a number of Vitae Motes equal to the Spell's Casting Level. You may cast a Spell at a higher Casting Level, if able to do so.
For example, if you know the 1st Level Spell Splice Wound and have 2 Vitae Motes available, you can cast Splice Wound as a 2nd Level Spell by spending 2 Vitae Motes.
SPELLS KNOWN OF 1ST LEVEL AND HIGHER:
You know two 1st Level Spells of your choice from the Sangromancer Spell List.
Each Level Known column of the Sangromancer Table represents how many Spells of that Level that you know.
Each of these spells must be of a Level that you can access.
For instance, when you reach 3rd Level in this class, you know a total of 4 1st Level Spells, and 2 2nd Level Spells.
Additionally, when you gain a Level in this class, you can choose one of the Sangromancer Spells you know and replace it with another spell from the Sangromancer Spell List, which also must be of a Level that you can access.
SPELLCASTING ABILITY:
Charisma is your Spellcasting Ability for your Sangromancer spells, since the power of your magic relies on your ability to draw your own blood.
You use your Charisma whenever a spell refers to your Spellcasting Ability.
In addition, you use your Charisma Modifier when setting the Saving Throw DC for a Sangromancer spell you cast and when making an Attack Roll with one.
Spell Save DC = 8 + your Proficiency Bonus + your Charisma Modifier
Spell Attack Modifier = your Proficiency Bonus + your Charisma Modifier
SPELLCASTING FOCUS:
Since Sangromancy requires the use of your own blood, an Arcane Focus is not required.
At 2nd Level, the blood of your ancestors becomes intertwined with your magic, augmenting various aspects of your magical capacity.
Choose a Bloodline, which describes the source of your dark, magical power: Blood of the Hero, Blood of the Wise, or Blood of the Guile, all detailed below.
Your choice grants you bonuses and abilities depending on which Bloodline you choose at 2nd Level. You gain additional bonuses and abilities for that Bloodline again at 6th, 12th, and 18th Level.
THIS FEATURE IS UNDER CONSTRUCTION! THE PYLONS WERE FAULTY.
As a Sangromancer, your body naturally builds up a set amount of blood for you to fuel your spells, without causing harm to yourself. This excess blood is known as Vitae Motes.
Vitae Motes:
At 1st Level, you are granted a maximum capacity of 2 Vitae Mote. Your maximum capacity increases as you reach higher levels.
You can never have more Vitae Motes than shown on the Sangromancer Table for your level.
You regain all spent Vitae Motes when you finish a Long Rest.
Dark Fueling:
You are able to regain Vitae Motes by harming yourself, or can use Vitae Motes to heal your wounds.
You learn other ways to regain and use Vitae Motes depending on which Bloodline you choose.
Creating Vitae Motes:
You can transform your own Hit Points into Vitae Motes, allowing you to cast more spells at the cost of reducing your max HP by the amount consumed. This effect will last until you finish a Long Rest.
I.E: If your max HP is 50, and you consume 10 HP to make 5 Vitae Motes, your max HP becomes 40 until you finish a Long Rest.
This can be done as a Bonus Action on your turn.
The Creating Vitae Motes Table shows the cost of gaining Vitae Motes.
You can gain no more than 5 Vitae Motes each time.
Hit Points
Vitae Motes
2 HP
1 Mote
4 HP
2 Motes
6 HP
3 Motes
8 HP
4 Motes
10 HP
5 Motes
Converting Vitae Motes to Hit Points:
As a Bonus Action on your turn, you can consume a number of Vitae, and gain HP equal to the amount consumed. This does not restore your Hit Point Max, but allows you to regain Hit Points up to your current Hit Point Max.
*Temporary HP cannot be used to create Vitae Motes.
Starting at 3rd Level, a Sangromancer has the ability to amplify their spells with additional properties by consuming more Vitae.
These properties can vary from one Sangromancer to another; It all depends on what suits their needs.
You gain the ability to choose 1 of these to learn starting at 3rd Level, then again at 10th Level, and once more at 17th Level.
The list of Sanguine Amplifiers is here:
Silent and Deadly
You don't feel the need to use words with a spell. By expending 1 additional Vitae Mote, remove component V from a spell's component list, if it requires it.
Too Much Effort
You don't feel the need to move closer to your target. By expending 1 additional Vitae Mote, you may double the range of a spell.
If the amplified spell is a Touch Spell, increase the range to 30 feet.
Power to Spare
You feel like a spell needs more.. Overkill. By expending 3 additional Vitae Motes, you may double the damage a spell deals. This will only work for single target, instantaneous spells of 5th-Level or below.
Time to Kill
You feel like you need this spell to last longer. By expending an additional 2 Vitae Motes, you may double the duration of a spell, to a max of 1 Year.
This will not affect any Instantaneous spells.
Not Enough Effort
You feel like one spell just isn't enough. By expending an additional 5 Vitae Motes, roll a d4. The number rolled is the number of times a spell is cast in rapid succession, to a max of 4 times. (Adding this effect to Slash, and rolling a 4, will cast Slash 4 times.)
This can only work for single target, instantaneous spells of 5th-Level or below.
(More Amplifiers will be added as time progresses.)
100 Cuts
9th-Level Evocation
Casting Time: 1 Action
Range: 30 feet
Components: S, M (An Enemy's Blood, drawn by a Sacrificial Dagger)
Duration: Instantaneous
You invoke a dreadful bane upon a creature whom you attacked with your dagger. After drawing a creature's blood with your Sacrificial Dagger, you place a drop of the blood upon your finger, and point it at the creature whom you struck, if they're in range. That creature must make a CON saving throw against your Spell Save DC. That creature takes 10d10+50 Slashing Damage on a failed save, or half as much on a successful save. If a creature dies by this spell, their limbs are severed off as they are cut into pieces by unknown means.
Bind Object
4th-Level Conjuration
Casting Time: 1 minute
Range: Touch
Components: V, S, M (an ounce of your own blood)
Duration: Permanent (until dispelled)
You touch a non-magical object weighing 10 pounds or less whose longest dimension is 3 feet or less, coating it with your blood. The spell binds that object to you, giving you some degree of control over it. You can dismiss the item, shunting it into an extradimensional space, at any time with no action required. If the item is in this pocket dimension, you may use an action to summon it into your hand(s).
You can have as many bound objects as you like, but you may only summon one per action. If you die, any objects bound to you are immediately released from this spell and ejected from their pocket dimension, re-appearing within 5 feet of your body.
Blood Arrow
3rd-Level Conjuration
Casting Time: 1 bonus action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You summon up a glob of blood and fire it at a target you can see withing range. Make a ranged spell attack against the target. On a hit, the target takes 4d10 piercing damage; on a miss the spell has no effect.
Bloodbend
2nd-Level Enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a drop of blood)
Duration: Concentration, up to 1 minute
Choose a humanoid that you can see within range. The target must succeed on a Constitution saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target.
At Higher Levels. When you cast this spell using a spell level of 3rd level or higher, you can target one additional humanoid for each spell level above 2nd. The humanoids must be within 30 feet of each other when you target them.
Blood Whip
1st-Level Evocation
Casting Time: 1 Action
Range: 30 feet
Components: S, M (A vial of blood)
Duration: Concentration, up to 10 Minutes
You swing a vial of blood towards an enemy, causing a whip-like tendril of blood to lash out and grab hold of it. Make a ranged spell attack against a creature that you can see within range. On a successful hit, that creature takes 4d4 slashing damage, and is grappled by the tendril.
At the beginning of each of it's turn, the grappled creature takes 1d4 slashing damage. It can make a Strength saving throw against your spell save DC to break free from the tendril, and end the spell. Another creature can attempt a Strength saving throw against your spell save DC to free the grappled creature, and end the spell.
At higher levels. When you cast this spell using a spell level of 2nd level or higher, each damage increases by 1d4 for each spell level above 1st.
Boil Blood
8th-Level Transmutation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a drop of blood and a pinch of ash)
Duration: Concentration, up to 1 minute
You cause the blood of one creature you can see within range to boil in its veins. The target must make a Constitution saving throw. It takes 7d4 fire and 7d4 necrotic damage on a failed save, or half as much damage on a successful one. On a failed save, the target's blood continues to boil for the spell’s duration, giving it disadvantage on all attack rolls. At the end of each of its turns, the target repeats the saving throw. It takes 3d4 fire and 3d4 necrotic damage on a failed save, and the spell ends on a successful one. The magical heat generated by this spell cannot be cooled by any means, though it can be dispelled.
Cerebral Bloodstorm
5th-Level Conjuration
Casting Time: 1 action
Range: 300 feet
Components: V, S, M (a pickled brain)
Duration: Concentration, up to 10 minutes
You summon a huge, floating brain that emits a storm of red lighting and bloody rain in a 20-foot-radius, 40-foot-high cylinder centered on a point you can see within range. Each creature in the cylinder must make a Dexterity save, taking 8d6 lightning damage on a failure or half as much on a success.
Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the storm toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is inside the cylinder. On a hit, the target takes 4d6 lightning damage.
The cylinder is lightly obscured by rain for the duration of the spell, and any surfaces in the cylinder become slicked with blood, as per the Grease spell.
Curse of Binding
7th-Level Enchantment (ritual)
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a body part from the intended target, such as a finernail, a lock of hair, or a drop of blood)
Duration: Permanent (until dispelled)
You bind one creature or object to a location, cursing it so that it may never leave. Choose a target and a location within range, both of which you must be able to see. If the target is a creature, it must make a Charisma saving throw (a willing creature may choose to fail this save), or be permanently bound to the chosen location. The target may act and move around freely, as long as it remains within 20 feet of the point it is bound to. If the target begins its turn outside of this area, it must make a Strength saving throw against your spell save DC or be dragged 60 feet towards the point it was bound to.
In addition, if the creature attempts to teleport or use any other means of extraplanar travel, it must make another Charisma saving throw. On a failure the travel attempt fails and any resources used are wasted. On a success, the curse is suppressed until the creature returns to the plane on which it was bound, at which point the dragging effect resumes.
This spell can be broken only by Remove Curse spell or similar effects.
Crimson Blade
2nd-Level Conjuration
Casting Time: 1 action
Range: Self (10-foot radius)
Components: V, S
Duration: Concentration, up to 10 minutes
You call forth a spectral, floating red sword to protect you from your enemies. This sword moves of its own accord, slashing at anyone within 10 feet and attempting to parry their blows against you. When a creature first enters the area or starts its turn there, it must make a Dexterity saving throw or take 2d8 slashing damage (half on a successful save). In addition, you can add +1 to your AC against any attack made by a creature within the radius.
You may designate any number of creatures to be unaffected by this spell when you cast it.
Deadly Force
2nd-Level Evocation
Casting Time: 1 Action
Range: Varies
Components: S
Duration: Instantaneous
You will a massive portion of a creature's blood in any direction, causing various effects.
You may apply this spell in one of two ways:
Striking.You will the blood within your arm to add terrifying force to your attack. Upon casting this spell, make a melee attack roll using a melee weapon. On a successful attack roll, add 2d10(6) force damage to the overall damage.
Moving.You will the blood within a creature in any direction of your choosing. Choose a creature that you can see within 10 feet. That creature must make a CON saving throw against your spell save DC. On a failed save, that creature takes 1d10 force damage, and is shoved 10 feet in the direction you chose. On a successful save, that creature takes half damage, and is not moved. The creature is not moved if it is restrained, or is otherwise obstructed and unable to be moved.
You may target yourself with this effect. Upon doing so, make a CON saving throw against your own spell save DC. On a failed save, you take 1d10 force damage, and are shoved 10 feet in the direction you chose. On a successful save, you take half damage, but are still shoved. You cannot be moved by this spell if you are restrained, or otherwise obstructed and unable to be moved.
Exsanguinate
5th-Level Necromancy
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a sacrificial dagger)
Duration: Instantaneous
You drain vital fluids from a creature of your choice that you can see within range. The target must make a Constitution saving throw, taking 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. A creature that fails its save against this spell gains one level of exhaustion, to a maximum of three.
At higher levels. When you cast this spell using a spell level of 6th level or higher, the damage increases by 1d8 for each spell level above 5th.
Freeze Blood
Transmutation Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You chill the blood of one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Infernal Contract
4th-Level Enchantment
Casting Time: 1 action
Range: Touch
Components: V, S, M (a vial of blood, which the spell consumes)
Duration: 30 days
This spell can be cast on any written contract that has been willingly signed between two creatures. The signatures must be written in blood (which becomes the material competent for the spell). If either creature breaches the contract, they immediately take 6d6 psychic damage, but no more than once per day. There is no restriction on the contents of the contract, and it is not necessary for either party to understand it for the spell to work.
This spell can be ended early by the Wish spell, or by casting Remove Curse on the contract document.
At higher levels. When you cast this spell using a spell level of 6th level or higher, the duration is 1 year. When you cast this spell using a spell level of 9th level, the spell lasts until it is ended by one of the spells mentioned above.
Iron Blood Transformation
3rd-Level Transmutation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
This spell fortifies the caster's body, enabling them to ignore blows that would otherwise wound them. Your AC is equal to 10 + your Dexterity modifier + your Constitution modifier for the duration of the spell.
Kensington Gore
Illusion Cantrip
Casting Time: 1 action
Range: Self
Components: V, S, M (a drop of blood)
Duration: 10 minutes
You cover yourself in illusory gore, giving you a terrifying appearance. You have advantage on all Charisma (Intimidation) checks for the duration. In addition, if a creature with the Keen Smell trait is attempting to detect or track you by smell, it automatically succeeds - though it is unable to smell any other creatures within 60 feet of you.
Know Destiny
3rd-Level Divination (ritual)
Casting Time: 1 minute
Range: Self
Components: V, S, M (a vial of blood or a bone from the creature whose destiny you want to know, which the spell consumes)
Duration: Instantaneous
By casting a creatures blood and bones in accordance with ancient rituals, you receive knowledge about that creature's destiny. You may ask about one of the following subjects, which the DM must answer truthfully as outlined below.
The Gods. The spell reveals whether any of the Gods have a plan in mind for this creature, and tells you what their alignment(s) is/are.
Family. The spell reveals whether or not this creature will find a suitable partner, and how many children they will have.
Wealth. The spell reveals whether this creature will ever achieve their current objectives related to the obtaining of material objects. It does not tell you whether or not they will be satisfied.
The spell does not account for any extraordinary events that might change outcomes, such as untimely deaths or the actions of PCs.
If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
Larloch's Minor Drain
Necromancy Cantrip
Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Instantaneous
You drain life energy from a creature you can see within range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage. You then gain temporary hit points equal to half the amount of damage dealt. This spell has no effect on undead or constructs.
This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Liquidate
9th-Level Necromancy
Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Instantaneous
You point your finger at a creature you can see within range. The target must make a Constitution saving throw. It takes 20d12+70 acid damage on a failed save, or half as much on a success. A creature killed by this spell is reduced to an undifferentiated grey goo, and cannot be revived except via a True Resurrection or Wish spell.
Lueltar's Unerring Tracker
4th-Level Divination
Casting Time: 10 minutes
Range: Self
Components: V, S, M (an eyelash and a drop of blood from the intended target)
Duration: 1 day
You create a tiny compass using an eyelash and a drop of blood from the same creature, which then becomes the target for the spell. For the duration of the spell, this compass will always point in the direction of the target, regardless of how far away they are or any obstructions between you. The target need not be alive for this spell to work. If their body is located in multiple places, the compass will point to the most massive piece (or a random piece if they are of equal mass).
If the creature is on another plane of existence when the spell is cast, the spell fails and the vitae motes used are wasted. If the target leaves its current plane within the duration of the spell, the spell ends early.
Nosferatu's Tidal Wave
6th-Level Conjuration
Casting Time: 1 Action
Range:Self
Components: V, S, M (A flask of water with a drop of blood within)
Duration: Concentration, up to 3 Rounds
You fling the contents of the flask outwards, creating a wave of blood in front of you that races across the ground. This wave occupies a 10 foot cube. Any creature within the wave must succeed on a Dexterity saving throw, or take 4d8 force damage and be knocked prone. On a successful save, that creature takes only half damage, and does not become prone.
On your turn, you may move the wave up to 20 feet in any direction. Any objects that are not held in place, or items that are not being worn or carried are immediately picked up by the wave. If this happens, an extra 1d4 force damage is added for each object picked up within the wave, to a max of 6 objects. If there is a wall or object that cannot be passed by or moved, the wave stops its movement.
At higher levels. When you cast this spell using a spell level of 7th level or higher, the duration increases by 1 Round, and the damage increases by 1d8 for each spell level above 6th.
Purge Blood
1st-Level Abjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch a creature that is under the effects of the poisoned condition. That condition immediately ends.
Re-Balance Humours
2nd-Level Enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You change the balance of a person's bodily humours, thereby changing their temperament. Choose one humanoid you can see within range. They must make a Constitution saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following four moods.
Sanguine. The target becomes sociable and carefree. It regards everyone it encounters as a friendly acquaintance. This optimism ends if the target is attacked or harmed by a spell or if it witnesses anyone else being harmed.
Choleric. You imbue the target with energy and passion, enabling it to overcome doubt and fear. Any effect causing a target to be charmed or frightened is suppressed. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
Melancholic. The target becomes cautious and suspicious. It regards everyone it meets as a potentially-hostile threat and may become unwilling to follow orders/instructions from its allies.
Phlegmatic. You increase the target's patience and tolerance, causing it to become more peaceful. It becomes indifferent about creatures of your choice that it was previously hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed.
When the spell ends, the creature returns to its normal mental state, unless the DM rules otherwise.
At higher levels. When you cast this spell using a spell level of 3rd level or higher, you can target one additional creature for each spell level above 2nd.
Sanguine Seal
1st-Level Abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a drop of blood)
Duration: Permanent (until dispelled)
You place a magical ward on one door, window, gate, chest, or other entryway no larger than 5 feet in any one direction. If a celestial, fey, fiend or undead attempts to open or pass through the warded area, it finds itself blocked, as if the object was locked. The warded area is impassable to such creatures until it is broken or the spell is dispelled or suppressed. Casting Knock on the object suppresses seal for 10 minutes. You may designate any number of individuals (by name) to be unaffected by this spell when you cast it, and you may set a password that suppresses the spell for 1 minute when spoken within 5 feet of it.
While affected by this spell, the object is more difficult for celestials, fey, fiends and undead to break or force open; the DC for these creatures to break it or pick any locks on it increases by 10.
Sever
6th-Level Evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a small knife)
Duration: Instantaneous
You target a creature you can see within range, attacking it with an invisible plane of force. The target must make a Constitution saving throw, taking 10d6 slashing damage on a failure or half as much on a success.
If a creature fails its save against this spell, choose one of its limbs, tails or tentacles. The selected appendage is immediately severed. The DM determines what effect, if any, the lost limb has on the creature (note that any hit point damage associated with the spell is included above).
Soulfire
1st-Level Evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You cause a creature of your choice within range to burst into flames. The target takes 2d4+3 fire damage. This damage cannot be avoided, as the originates from within the target's soul (it is still subject to weakness and resistance).
The flames continue to burn until the target or another creature uses an action to extinguish them. While the flames are burning, the target sheds bright light in a 10 foot radius and dim light for a further 10 feet beyond that and takes 1d4 fire damage at the start of each of its turns.
At Higher Levels. When you cast this spell using a spell level of 2nd level or higher, the spell deals an additional 1d4 damage for each spell level above 1st.
Slash
Evocation Cantrip
Casting Time: 1 Action
Range: 30 feet
Components: S
Duration: Instantaneous
You flick your finger in a slashing gesture at a creature you can see within range. Make a Ranged Spell Attack. On a successful roll, target creature takes 1d10 Slashing Damage, and an open wound appears on its body.
The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Stitch Wound
1st-Level Abjuration
Casting Time: 1 Action
Range: 10 feet
Components: S, M (a sowing needle)
Duration Instantaneous
You weave the sowing needle in a sowing fashion at a creature that you can see within range, who's Hit Points are at 0 and is unstable. That creature immediately becomes stable as its wounds are magically stitched close.
Thrust
Evocation Cantrip
Casting Time: 1 Action
Range: 60 feet
Components: S
Duration: Instantaneous
You shove a palm-sized plane of force at a creature that you can see within range. That creature must roll a Constitution saving throw against your spell save DC. On a failed save, that creature takes 1d4 force damage, and is shoved 5 ft. in any direction you choose. On a successful save, that creature takes half damage, and is not shoved.
The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). In addition, the shove distance for this spell increases by 5 ft. when you reach 5th level (10 ft.), 11th level (15 ft.), and 17th level (20 ft.).
You have come to terms with your dark, malicious power...
And you embrace it.
At 20th Level, you have the ability to regain all of your spent Vitae Motes as a Full Action.
This ability can only be used 1/Long Rest.
As this is listed, this Class will be starting out as a Beta. Knowing that Blood Magic is EXTREMELY OP, it may take a while to balance out this Class. (Let alone build it!)
Special Thanks goes to:
Ninja_Prawn for their astounding creativity on the Spells.
Cassious
Flashy
JNAProductions
For their support and ideas on how to better build this class!
Player Level
Proficiency Bonus
Features
Vitae
Cantrips Known
1st Level Known
2nd Level Known
3rd Level Known
4th Level Known
5th Level Known
6th Level Known
7th Level Known
8th Level Known
9th Level Known
1
+2
Spellcasting, Vitae
2
2
2
-
-
-
-
-
-
-
-
2
+2
Bloodline Trait
2
2
3
-
-
-
-
-
-
-
-
3
+2
Sanguine Amplifier
4
2
4
2
-
-
-
-
-
-
-
4
+2
Ability Score Improvement
4
3
4
3
-
-
-
-
-
-
-
5
+3
-
6
3
4
3
2
-
-
-
-
-
-
6
+3
Bloodline Trait
6
3
4
3
3
-
-
-
-
-
-
7
+3
-
8
3
4
3
3
1
-
-
-
-
-
8
+3
Ability Score Improvement
8
3
4
3
3
2
-
-
-
-
-
9
+4
-
10
3
4
3
3
3
1
-
-
-
-
10
+4
Sanguine Amplifier
10
4
4
3
3
3
2
-
-
-
-
11
+4
-
12
4
4
3
3
3
2
1
-
-
-
12
+4
Ability Score Improvement, Bloodline Trait
12
4
4
3
3
3
2
1
-
-
-
13
+5
-
14
4
4
3
3
3
2
1
1
-
-
14
+5
-
14
4
4
3
3
3
2
1
1
-
-
15
+5
-
16
4
4
3
3
3
2
1
1
1
-
16
+5
Ability Score Improvement
16
4
4
3
3
3
2
1
1
1
-
17
+6
Sanguine Amplifier
18
4
4
3
3
3
2
1
1
1
1
18
+6
Bloodline Trait
18
4
4
3
3
3
3
1
1
1
1
19
+6
Ability Score Improvement
20
4
4
3
3
3
3
2
1
1
1
20
+6
Crimson Virtue
20
4
4
3
3
3
3
2
2
1
1
As a Sangromancer, you gain the following Class Features:
HIT POINTS:
Hit Die: 1d6 per Sangromancer Level
Hit Points at 1st Level: 6 + CON Modifier
Hit Points at Higher Levels: 1d6(4) + CON Modifier
PROFICIENCIES:
Armor: Light Armor
Weapons: Simple Weapons, Light Crossbows, Rapiers, Shortswords
Tools: Healers' Kit
Saving Throws: Dexterity, Charisma
Skills: Choose two from Arcana, Animal Handling, Deception, Insight, Perception, Persuasion, and Performance
EQUIPMENT:
You start with the following equipment, in addition to the equipment gained by your background:
- (A) Light Crossbow with 20 Bolts or (B) a Rapier
- (A) A Shortsword or (B) any Simple Weapon
- (A) a Dungeoneer's Pack or (B) an Explorer's Pack
- Leather Armor and a Sacrificial Kris (Dagger)
A gruesome event that drenched you in the blood of your loved ones has awakened your dark power.
This feeling of dread, wherever it originated, fuels your spells.
CANTRIPS:
At 1st level, you know two Cantrips of your choice from the Sangromancer Spell List.
You learn additional Sangromancer Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sangromancer Table.
SPELLS:
The Sangromancer, unlike other Spellcasting Classes, does not use Spell Slots.
Instead, they use what is called Vitae Motes.
To cast one of these Sangromancer Spells, you must expend a number of Vitae Motes equal to the Spell's Casting Level. You may cast a Spell at a higher Casting Level, if able to do so.
For example, if you know the 1st Level Spell Splice Wound and have 2 Vitae Motes available, you can cast Splice Wound as a 2nd Level Spell by spending 2 Vitae Motes.
SPELLS KNOWN OF 1ST LEVEL AND HIGHER:
You know two 1st Level Spells of your choice from the Sangromancer Spell List.
Each Level Known column of the Sangromancer Table represents how many Spells of that Level that you know.
Each of these spells must be of a Level that you can access.
For instance, when you reach 3rd Level in this class, you know a total of 4 1st Level Spells, and 2 2nd Level Spells.
Additionally, when you gain a Level in this class, you can choose one of the Sangromancer Spells you know and replace it with another spell from the Sangromancer Spell List, which also must be of a Level that you can access.
SPELLCASTING ABILITY:
Charisma is your Spellcasting Ability for your Sangromancer spells, since the power of your magic relies on your ability to draw your own blood.
You use your Charisma whenever a spell refers to your Spellcasting Ability.
In addition, you use your Charisma Modifier when setting the Saving Throw DC for a Sangromancer spell you cast and when making an Attack Roll with one.
Spell Save DC = 8 + your Proficiency Bonus + your Charisma Modifier
Spell Attack Modifier = your Proficiency Bonus + your Charisma Modifier
SPELLCASTING FOCUS:
Since Sangromancy requires the use of your own blood, an Arcane Focus is not required.
At 2nd Level, the blood of your ancestors becomes intertwined with your magic, augmenting various aspects of your magical capacity.
Choose a Bloodline, which describes the source of your dark, magical power: Blood of the Hero, Blood of the Wise, or Blood of the Guile, all detailed below.
Your choice grants you bonuses and abilities depending on which Bloodline you choose at 2nd Level. You gain additional bonuses and abilities for that Bloodline again at 6th, 12th, and 18th Level.
THIS FEATURE IS UNDER CONSTRUCTION! THE PYLONS WERE FAULTY.
As a Sangromancer, your body naturally builds up a set amount of blood for you to fuel your spells, without causing harm to yourself. This excess blood is known as Vitae Motes.
Vitae Motes:
At 1st Level, you are granted a maximum capacity of 2 Vitae Mote. Your maximum capacity increases as you reach higher levels.
You can never have more Vitae Motes than shown on the Sangromancer Table for your level.
You regain all spent Vitae Motes when you finish a Long Rest.
Dark Fueling:
You are able to regain Vitae Motes by harming yourself, or can use Vitae Motes to heal your wounds.
You learn other ways to regain and use Vitae Motes depending on which Bloodline you choose.
Creating Vitae Motes:
You can transform your own Hit Points into Vitae Motes, allowing you to cast more spells at the cost of reducing your max HP by the amount consumed. This effect will last until you finish a Long Rest.
I.E: If your max HP is 50, and you consume 10 HP to make 5 Vitae Motes, your max HP becomes 40 until you finish a Long Rest.
This can be done as a Bonus Action on your turn.
The Creating Vitae Motes Table shows the cost of gaining Vitae Motes.
You can gain no more than 5 Vitae Motes each time.
Hit Points
Vitae Motes
2 HP
1 Mote
4 HP
2 Motes
6 HP
3 Motes
8 HP
4 Motes
10 HP
5 Motes
Converting Vitae Motes to Hit Points:
As a Bonus Action on your turn, you can consume a number of Vitae, and gain HP equal to the amount consumed. This does not restore your Hit Point Max, but allows you to regain Hit Points up to your current Hit Point Max.
*Temporary HP cannot be used to create Vitae Motes.
Starting at 3rd Level, a Sangromancer has the ability to amplify their spells with additional properties by consuming more Vitae.
These properties can vary from one Sangromancer to another; It all depends on what suits their needs.
You gain the ability to choose 1 of these to learn starting at 3rd Level, then again at 10th Level, and once more at 17th Level.
The list of Sanguine Amplifiers is here:
Silent and Deadly
You don't feel the need to use words with a spell. By expending 1 additional Vitae Mote, remove component V from a spell's component list, if it requires it.
Too Much Effort
You don't feel the need to move closer to your target. By expending 1 additional Vitae Mote, you may double the range of a spell.
If the amplified spell is a Touch Spell, increase the range to 30 feet.
Power to Spare
You feel like a spell needs more.. Overkill. By expending 3 additional Vitae Motes, you may double the damage a spell deals. This will only work for single target, instantaneous spells of 5th-Level or below.
Time to Kill
You feel like you need this spell to last longer. By expending an additional 2 Vitae Motes, you may double the duration of a spell, to a max of 1 Year.
This will not affect any Instantaneous spells.
Not Enough Effort
You feel like one spell just isn't enough. By expending an additional 5 Vitae Motes, roll a d4. The number rolled is the number of times a spell is cast in rapid succession, to a max of 4 times. (Adding this effect to Slash, and rolling a 4, will cast Slash 4 times.)
This can only work for single target, instantaneous spells of 5th-Level or below.
(More Amplifiers will be added as time progresses.)
100 Cuts
9th-Level Evocation
Casting Time: 1 Action
Range: 30 feet
Components: S, M (An Enemy's Blood, drawn by a Sacrificial Dagger)
Duration: Instantaneous
You invoke a dreadful bane upon a creature whom you attacked with your dagger. After drawing a creature's blood with your Sacrificial Dagger, you place a drop of the blood upon your finger, and point it at the creature whom you struck, if they're in range. That creature must make a CON saving throw against your Spell Save DC. That creature takes 10d10+50 Slashing Damage on a failed save, or half as much on a successful save. If a creature dies by this spell, their limbs are severed off as they are cut into pieces by unknown means.
Bind Object
4th-Level Conjuration
Casting Time: 1 minute
Range: Touch
Components: V, S, M (an ounce of your own blood)
Duration: Permanent (until dispelled)
You touch a non-magical object weighing 10 pounds or less whose longest dimension is 3 feet or less, coating it with your blood. The spell binds that object to you, giving you some degree of control over it. You can dismiss the item, shunting it into an extradimensional space, at any time with no action required. If the item is in this pocket dimension, you may use an action to summon it into your hand(s).
You can have as many bound objects as you like, but you may only summon one per action. If you die, any objects bound to you are immediately released from this spell and ejected from their pocket dimension, re-appearing within 5 feet of your body.
Blood Arrow
3rd-Level Conjuration
Casting Time: 1 bonus action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You summon up a glob of blood and fire it at a target you can see withing range. Make a ranged spell attack against the target. On a hit, the target takes 4d10 piercing damage; on a miss the spell has no effect.
Bloodbend
2nd-Level Enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a drop of blood)
Duration: Concentration, up to 1 minute
Choose a humanoid that you can see within range. The target must succeed on a Constitution saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target.
At Higher Levels. When you cast this spell using a spell level of 3rd level or higher, you can target one additional humanoid for each spell level above 2nd. The humanoids must be within 30 feet of each other when you target them.
Blood Whip
1st-Level Evocation
Casting Time: 1 Action
Range: 30 feet
Components: S, M (A vial of blood)
Duration: Concentration, up to 10 Minutes
You swing a vial of blood towards an enemy, causing a whip-like tendril of blood to lash out and grab hold of it. Make a ranged spell attack against a creature that you can see within range. On a successful hit, that creature takes 4d4 slashing damage, and is grappled by the tendril.
At the beginning of each of it's turn, the grappled creature takes 1d4 slashing damage. It can make a Strength saving throw against your spell save DC to break free from the tendril, and end the spell. Another creature can attempt a Strength saving throw against your spell save DC to free the grappled creature, and end the spell.
At higher levels. When you cast this spell using a spell level of 2nd level or higher, each damage increases by 1d4 for each spell level above 1st.
Boil Blood
8th-Level Transmutation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a drop of blood and a pinch of ash)
Duration: Concentration, up to 1 minute
You cause the blood of one creature you can see within range to boil in its veins. The target must make a Constitution saving throw. It takes 7d4 fire and 7d4 necrotic damage on a failed save, or half as much damage on a successful one. On a failed save, the target's blood continues to boil for the spell’s duration, giving it disadvantage on all attack rolls. At the end of each of its turns, the target repeats the saving throw. It takes 3d4 fire and 3d4 necrotic damage on a failed save, and the spell ends on a successful one. The magical heat generated by this spell cannot be cooled by any means, though it can be dispelled.
Cerebral Bloodstorm
5th-Level Conjuration
Casting Time: 1 action
Range: 300 feet
Components: V, S, M (a pickled brain)
Duration: Concentration, up to 10 minutes
You summon a huge, floating brain that emits a storm of red lighting and bloody rain in a 20-foot-radius, 40-foot-high cylinder centered on a point you can see within range. Each creature in the cylinder must make a Dexterity save, taking 8d6 lightning damage on a failure or half as much on a success.
Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the storm toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is inside the cylinder. On a hit, the target takes 4d6 lightning damage.
The cylinder is lightly obscured by rain for the duration of the spell, and any surfaces in the cylinder become slicked with blood, as per the Grease spell.
Curse of Binding
7th-Level Enchantment (ritual)
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a body part from the intended target, such as a finernail, a lock of hair, or a drop of blood)
Duration: Permanent (until dispelled)
You bind one creature or object to a location, cursing it so that it may never leave. Choose a target and a location within range, both of which you must be able to see. If the target is a creature, it must make a Charisma saving throw (a willing creature may choose to fail this save), or be permanently bound to the chosen location. The target may act and move around freely, as long as it remains within 20 feet of the point it is bound to. If the target begins its turn outside of this area, it must make a Strength saving throw against your spell save DC or be dragged 60 feet towards the point it was bound to.
In addition, if the creature attempts to teleport or use any other means of extraplanar travel, it must make another Charisma saving throw. On a failure the travel attempt fails and any resources used are wasted. On a success, the curse is suppressed until the creature returns to the plane on which it was bound, at which point the dragging effect resumes.
This spell can be broken only by Remove Curse spell or similar effects.
Crimson Blade
2nd-Level Conjuration
Casting Time: 1 action
Range: Self (10-foot radius)
Components: V, S
Duration: Concentration, up to 10 minutes
You call forth a spectral, floating red sword to protect you from your enemies. This sword moves of its own accord, slashing at anyone within 10 feet and attempting to parry their blows against you. When a creature first enters the area or starts its turn there, it must make a Dexterity saving throw or take 2d8 slashing damage (half on a successful save). In addition, you can add +1 to your AC against any attack made by a creature within the radius.
You may designate any number of creatures to be unaffected by this spell when you cast it.
Deadly Force
2nd-Level Evocation
Casting Time: 1 Action
Range: Varies
Components: S
Duration: Instantaneous
You will a massive portion of a creature's blood in any direction, causing various effects.
You may apply this spell in one of two ways:
Striking.You will the blood within your arm to add terrifying force to your attack. Upon casting this spell, make a melee attack roll using a melee weapon. On a successful attack roll, add 2d10(6) force damage to the overall damage.
Moving.You will the blood within a creature in any direction of your choosing. Choose a creature that you can see within 10 feet. That creature must make a CON saving throw against your spell save DC. On a failed save, that creature takes 1d10 force damage, and is shoved 10 feet in the direction you chose. On a successful save, that creature takes half damage, and is not moved. The creature is not moved if it is restrained, or is otherwise obstructed and unable to be moved.
You may target yourself with this effect. Upon doing so, make a CON saving throw against your own spell save DC. On a failed save, you take 1d10 force damage, and are shoved 10 feet in the direction you chose. On a successful save, you take half damage, but are still shoved. You cannot be moved by this spell if you are restrained, or otherwise obstructed and unable to be moved.
Exsanguinate
5th-Level Necromancy
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a sacrificial dagger)
Duration: Instantaneous
You drain vital fluids from a creature of your choice that you can see within range. The target must make a Constitution saving throw, taking 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. A creature that fails its save against this spell gains one level of exhaustion, to a maximum of three.
At higher levels. When you cast this spell using a spell level of 6th level or higher, the damage increases by 1d8 for each spell level above 5th.
Freeze Blood
Transmutation Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You chill the blood of one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Infernal Contract
4th-Level Enchantment
Casting Time: 1 action
Range: Touch
Components: V, S, M (a vial of blood, which the spell consumes)
Duration: 30 days
This spell can be cast on any written contract that has been willingly signed between two creatures. The signatures must be written in blood (which becomes the material competent for the spell). If either creature breaches the contract, they immediately take 6d6 psychic damage, but no more than once per day. There is no restriction on the contents of the contract, and it is not necessary for either party to understand it for the spell to work.
This spell can be ended early by the Wish spell, or by casting Remove Curse on the contract document.
At higher levels. When you cast this spell using a spell level of 6th level or higher, the duration is 1 year. When you cast this spell using a spell level of 9th level, the spell lasts until it is ended by one of the spells mentioned above.
Iron Blood Transformation
3rd-Level Transmutation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
This spell fortifies the caster's body, enabling them to ignore blows that would otherwise wound them. Your AC is equal to 10 + your Dexterity modifier + your Constitution modifier for the duration of the spell.
Kensington Gore
Illusion Cantrip
Casting Time: 1 action
Range: Self
Components: V, S, M (a drop of blood)
Duration: 10 minutes
You cover yourself in illusory gore, giving you a terrifying appearance. You have advantage on all Charisma (Intimidation) checks for the duration. In addition, if a creature with the Keen Smell trait is attempting to detect or track you by smell, it automatically succeeds - though it is unable to smell any other creatures within 60 feet of you.
Know Destiny
3rd-Level Divination (ritual)
Casting Time: 1 minute
Range: Self
Components: V, S, M (a vial of blood or a bone from the creature whose destiny you want to know, which the spell consumes)
Duration: Instantaneous
By casting a creatures blood and bones in accordance with ancient rituals, you receive knowledge about that creature's destiny. You may ask about one of the following subjects, which the DM must answer truthfully as outlined below.
The Gods. The spell reveals whether any of the Gods have a plan in mind for this creature, and tells you what their alignment(s) is/are.
Family. The spell reveals whether or not this creature will find a suitable partner, and how many children they will have.
Wealth. The spell reveals whether this creature will ever achieve their current objectives related to the obtaining of material objects. It does not tell you whether or not they will be satisfied.
The spell does not account for any extraordinary events that might change outcomes, such as untimely deaths or the actions of PCs.
If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
Larloch's Minor Drain
Necromancy Cantrip
Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Instantaneous
You drain life energy from a creature you can see within range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage. You then gain temporary hit points equal to half the amount of damage dealt. This spell has no effect on undead or constructs.
This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Liquidate
9th-Level Necromancy
Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Instantaneous
You point your finger at a creature you can see within range. The target must make a Constitution saving throw. It takes 20d12+70 acid damage on a failed save, or half as much on a success. A creature killed by this spell is reduced to an undifferentiated grey goo, and cannot be revived except via a True Resurrection or Wish spell.
Lueltar's Unerring Tracker
4th-Level Divination
Casting Time: 10 minutes
Range: Self
Components: V, S, M (an eyelash and a drop of blood from the intended target)
Duration: 1 day
You create a tiny compass using an eyelash and a drop of blood from the same creature, which then becomes the target for the spell. For the duration of the spell, this compass will always point in the direction of the target, regardless of how far away they are or any obstructions between you. The target need not be alive for this spell to work. If their body is located in multiple places, the compass will point to the most massive piece (or a random piece if they are of equal mass).
If the creature is on another plane of existence when the spell is cast, the spell fails and the vitae motes used are wasted. If the target leaves its current plane within the duration of the spell, the spell ends early.
Nosferatu's Tidal Wave
6th-Level Conjuration
Casting Time: 1 Action
Range:Self
Components: V, S, M (A flask of water with a drop of blood within)
Duration: Concentration, up to 3 Rounds
You fling the contents of the flask outwards, creating a wave of blood in front of you that races across the ground. This wave occupies a 10 foot cube. Any creature within the wave must succeed on a Dexterity saving throw, or take 4d8 force damage and be knocked prone. On a successful save, that creature takes only half damage, and does not become prone.
On your turn, you may move the wave up to 20 feet in any direction. Any objects that are not held in place, or items that are not being worn or carried are immediately picked up by the wave. If this happens, an extra 1d4 force damage is added for each object picked up within the wave, to a max of 6 objects. If there is a wall or object that cannot be passed by or moved, the wave stops its movement.
At higher levels. When you cast this spell using a spell level of 7th level or higher, the duration increases by 1 Round, and the damage increases by 1d8 for each spell level above 6th.
Purge Blood
1st-Level Abjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch a creature that is under the effects of the poisoned condition. That condition immediately ends.
Re-Balance Humours
2nd-Level Enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You change the balance of a person's bodily humours, thereby changing their temperament. Choose one humanoid you can see within range. They must make a Constitution saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following four moods.
Sanguine. The target becomes sociable and carefree. It regards everyone it encounters as a friendly acquaintance. This optimism ends if the target is attacked or harmed by a spell or if it witnesses anyone else being harmed.
Choleric. You imbue the target with energy and passion, enabling it to overcome doubt and fear. Any effect causing a target to be charmed or frightened is suppressed. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
Melancholic. The target becomes cautious and suspicious. It regards everyone it meets as a potentially-hostile threat and may become unwilling to follow orders/instructions from its allies.
Phlegmatic. You increase the target's patience and tolerance, causing it to become more peaceful. It becomes indifferent about creatures of your choice that it was previously hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed.
When the spell ends, the creature returns to its normal mental state, unless the DM rules otherwise.
At higher levels. When you cast this spell using a spell level of 3rd level or higher, you can target one additional creature for each spell level above 2nd.
Sanguine Seal
1st-Level Abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a drop of blood)
Duration: Permanent (until dispelled)
You place a magical ward on one door, window, gate, chest, or other entryway no larger than 5 feet in any one direction. If a celestial, fey, fiend or undead attempts to open or pass through the warded area, it finds itself blocked, as if the object was locked. The warded area is impassable to such creatures until it is broken or the spell is dispelled or suppressed. Casting Knock on the object suppresses seal for 10 minutes. You may designate any number of individuals (by name) to be unaffected by this spell when you cast it, and you may set a password that suppresses the spell for 1 minute when spoken within 5 feet of it.
While affected by this spell, the object is more difficult for celestials, fey, fiends and undead to break or force open; the DC for these creatures to break it or pick any locks on it increases by 10.
Sever
6th-Level Evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a small knife)
Duration: Instantaneous
You target a creature you can see within range, attacking it with an invisible plane of force. The target must make a Constitution saving throw, taking 10d6 slashing damage on a failure or half as much on a success.
If a creature fails its save against this spell, choose one of its limbs, tails or tentacles. The selected appendage is immediately severed. The DM determines what effect, if any, the lost limb has on the creature (note that any hit point damage associated with the spell is included above).
Soulfire
1st-Level Evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You cause a creature of your choice within range to burst into flames. The target takes 2d4+3 fire damage. This damage cannot be avoided, as the originates from within the target's soul (it is still subject to weakness and resistance).
The flames continue to burn until the target or another creature uses an action to extinguish them. While the flames are burning, the target sheds bright light in a 10 foot radius and dim light for a further 10 feet beyond that and takes 1d4 fire damage at the start of each of its turns.
At Higher Levels. When you cast this spell using a spell level of 2nd level or higher, the spell deals an additional 1d4 damage for each spell level above 1st.
Slash
Evocation Cantrip
Casting Time: 1 Action
Range: 30 feet
Components: S
Duration: Instantaneous
You flick your finger in a slashing gesture at a creature you can see within range. Make a Ranged Spell Attack. On a successful roll, target creature takes 1d10 Slashing Damage, and an open wound appears on its body.
The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Stitch Wound
1st-Level Abjuration
Casting Time: 1 Action
Range: 10 feet
Components: S, M (a sowing needle)
Duration Instantaneous
You weave the sowing needle in a sowing fashion at a creature that you can see within range, who's Hit Points are at 0 and is unstable. That creature immediately becomes stable as its wounds are magically stitched close.
Thrust
Evocation Cantrip
Casting Time: 1 Action
Range: 60 feet
Components: S
Duration: Instantaneous
You shove a palm-sized plane of force at a creature that you can see within range. That creature must roll a Constitution saving throw against your spell save DC. On a failed save, that creature takes 1d4 force damage, and is shoved 5 ft. in any direction you choose. On a successful save, that creature takes half damage, and is not shoved.
The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). In addition, the shove distance for this spell increases by 5 ft. when you reach 5th level (10 ft.), 11th level (15 ft.), and 17th level (20 ft.).
You have come to terms with your dark, malicious power...
And you embrace it.
At 20th Level, you have the ability to regain all of your spent Vitae Motes as a Full Action.
This ability can only be used 1/Long Rest.