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Sanguine Mage

Homebrew Hemomancer subclass for D&D 5e


The Sanguine Mage delves into forbidden arts, harnessing the very essence of life—the pulsing crimson flow within their veins. Their spells are woven from blood, and their power is drawn from the vital force that courses through all living beings.

Dance with Death#

3rd-level Sanguine Mage feature.When you have less than half your hit points, your spells cost three times their level in hit points. This is reduced to twice their level when you have less than a quarter of your hit points.

Expanded Spell List#

3rd-level Sanguine Mage feature.The Sanguine Mages gain an expanded spell list through their communion with life’s essence. Their connection to hemomancy—the forbidden art of blood magic—allows them to peer beyond mortal bounds.
Spell LevelSpells
CantripEldritch Blast (evocation)
Level: 0
Casting Time: 1 action
Concentration: No
Ritual: No

If the spell attack hits, deals 1d10 force damage (nbr of beam/lvl).

View on dndbeyond.com
, Fire Bolt (evocation)
Level: 0
Casting Time: 1 action
Concentration: No
Ritual: No

If the spell attack hits, deals 1d10 fire damage (damage/lvl). An object can ignite.

View on dndbeyond.com
, and Frostbite (evocation)
Level: 0
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on a Con. save or take 1d6 cold damage and have disadvantage on next attack roll (damage/lvl).

View on dndbeyond.com
1stBlood Bolt (evocation)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

If the spell attack hits, deals 1d10 piercing damage + Dex. save or 1d6 acid damage (damage/lvl) and -1 AC to enemies within 5 ft

View on spell details on timmmi.com
, Burning Hands (evocation)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 15-ft cone must succeed on a Dex. save or take 3d6 fire damage (damage/lvl).

View on dndbeyond.com
, Chromatic Orb (evocation)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

If the spell attack hits, deals 3d8 damage of a previously determined type (damage/lvl)

View on dndbeyond.com
, Faerie Fire (evocation)
Level: 1
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 20-ft cube must succeed on a Dex. save or grant advantage against them to attackers.

View on dndbeyond.com
, Magic Missile (evocation)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

3 missiles deal automatically 1d4+1 force damage each to one or several creatures (+1 missile/lvl).

View on dndbeyond.com
, Silvery Barbs (enchantment)
Level: 1
Casting Time: 1 reaction
Concentration: No
Ritual: No

You force a creature to reroll an attack roll, ability check, or saving throw.

View on dndbeyond.com
and Thunderwave (evocation)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 15-ft cube must succeed on a Con. save or take 2d8 thunder damage (damage/lvl).

View on dndbeyond.com
2ndFlaming Sphere (conjuration)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures within 5 ft from a 5-ft-diameter sphere must succeed on a Dex. save or take 2d6 fire damage (damage/lvl).

View on dndbeyond.com
, Heat Metal (transmutation)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in physical contact with the metal object take 2d8 fire damage (damage/lvl).

View on dndbeyond.com
, Mind Spike (divination)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Wis. save or take 3d8 psychic damage (damage/lvl).

View on dndbeyond.com
, Phantasmal Force (illusion)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

Tha target must succeed on an Int. save or perceive as real an object or creature created by the caster (with sound).

View on dndbeyond.com
, Scorching Ray (evocation)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: No

If the spell attacks hit, 3 rays deal 2d6 fire damage each (+1 ray/lvl).

View on dndbeyond.com
, Shatter (evocation)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 10-ft-radius sphere must succeed on a Con. save or take 3d8 thunder damage (damage/lvl).

View on dndbeyond.com
and Tasha's Mind Whip (enchantment)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: No

Target must succeed on an Int. save or take 3d6 psychic damage and choose to move or take an action next turn (+1 creature/lvl).

View on dndbeyond.com
3rdBlink (transmutation)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

The caster has 50% of chance to switch to the Ethereal Plane, then returns to the space he vanished from on the next turn.

View on dndbeyond.com
, Call Lightning (conjuration)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 5-ft radius must succeed on a Dex. save or take 3d10 lightning damage (damage/lvl) on each turn.

View on dndbeyond.com
, Fireball (evocation)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 20-ft radius must succeed on a Dex. save or take 8d6 fire damage (damage/lvl).

View on dndbeyond.com
, Lightning Bolt (evocation)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures on a 100-ft-long, 5-ft-wide line must succeed on a Dex. save or take 8d6 lightning damage (damage/lvl).

View on dndbeyond.com
, Major Image (illusion)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

Create the image of an animated object or creature, with sounds and smells (without concentration/lvl).

View on dndbeyond.com
, Stinking Cloud (conjuration)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 20-ft-radius sphere must succeed on a Con. save or spend their action that turn retching and reeling.

View on dndbeyond.com
, Thunder Step (conjuration)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

The caster teleports and creatures within 10 ft must succeed on a Con. save or take 3d10 thunder damage.

View on dndbeyond.com
and Wind Wall (evocation)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

Create a 50-ft-long, 15-ft-high, 1-ft-thick wall of wind. Small flying creatures can't pass. Arrows and bolts are deflected.

View on dndbeyond.com
4thBanishment (abjuration)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Cha. save or be banished to a harmless demiplane (+1 creature/lvl).

View on dndbeyond.com
, Blight (necromancy)
Level: 4
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on a Con. save or take 8d8 necrotic damage (damage/lvl).

View on dndbeyond.com
, Dimension Door (conjuration)
Level: 4
Casting Time: 1 action
Concentration: No
Ritual: No

The caster and another creature of the same size are teleported to a maximum of 500 feet.

View on dndbeyond.com
, Ice Storm (evocation)
Level: 4
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 20-ft-radius, 40-ft-high cylinder must succeed on a Dex. save or take 2d8 bludgeoning damage and 4d6 cold damage.

View on dndbeyond.com
, Storm Sphere (evocation)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 20-ft-radius sphere must succeed on a Str. save or take 2d6 bludgeoning damage (damage/lvl).

View on dndbeyond.com
and Wall of Fire (evocation)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

Create a 60 x 20 x 1 ft wall of fire. Creatures inside or within 10ft of one side of the wall take 5d8 fire damage (damage/lvl).

View on dndbeyond.com
5thArcane Hand (evocation)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

Create a Large hand with a Strength of 26 that can strike (4d8 force damage), push, grapple, or protect (damage/lvl).

View on dndbeyond.com
, Cloudkill (conjuration)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 20-ft-radius sphere must succeed on a Con. save or take 5d8 poison damage (damage/lvl).

View on dndbeyond.com
, Cone of Cold (evocation)
Level: 5
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 60-ft cone must succeed on a Con. save or take 8d8 cold damage (damage/lvl).

View on dndbeyond.com
, Flame Strike (evocation)
Level: 5
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 10-ft-radius, 40-ft-high cylinder must succeed on a Dex. save or take 4d6 fire and 4d6 radiant (damage/lvl).

View on dndbeyond.com
, Immolation (evocation)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target within 90 ft must succeed on a Dex. save or take 8d6 fire damage and 4d6 fire damage thereafter.

View on dndbeyond.com
, Synaptic Static (enchantment)
Level: 5
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 20-ft radius must succeed on an Int. save or take 8d6 psychic damage.

View on dndbeyond.com
, Telekinesis (transmutation)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

Move a creature (Huge or smaller) or object (up to 1,000 pounds) by thought in case of successful contest.

View on dndbeyond.com
and Wall of Force (evocation)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

Create a physically insurmountable wall of force (ten 10-ft panels) immune to all types of damage.

View on dndbeyond.com
6thChain Lightning (evocation)
Level: 6
Casting Time: 1 action
Concentration: No
Ritual: No

Up to 4 different targets must succeed on a Dex. save or take 10d8 lightning damage (+1 target/lvl).

View on dndbeyond.com
, Disintegrate (transmutation)
Level: 6
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on a Dex. save or take 10d6+40 force damage (damage/lvl). An Large or smaller object is disintegrated.

View on dndbeyond.com
, Mass Suggestion (enchantment)
Level: 6
Casting Time: 1 action
Concentration: No
Ritual: No

Up to 12 targets must succeed on a Wis. save or follow the suggestion given by the caster (duration/lvl).

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, Scatter (conjuration)
Level: 6
Casting Time: 1 action
Concentration: No
Ritual: No

Up to 5 creatures are teleported (Wis. save if unwilling) within 120 ft.

View on dndbeyond.com
and Sunbeam (evocation)
Level: 6
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures on a 5-ft-wide, 60-ft-long line must succeed on a Con. save or take 6d8 radiant damage and be blinded.

View on dndbeyond.com
7thCrown of Stars (evocation)
Level: 7
Casting Time: 1 action
Concentration: No
Ritual: No

If the spell attack hits, 7 motes deal 4d12 radiant damage each (+1 mote/lvl).

View on dndbeyond.com
, Delayed Blast Fireball (evocation)
Level: 7
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 20-ft-radius sphere must succeed on a Dex. save or take 12d6 fire damage (damage/lvl).

View on dndbeyond.com
, Fire Storm (evocation)
Level: 7
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in ten 10-ft cube must succeed on a Dex. save or take 7d10 fire damage.

View on dndbeyond.com
, Forcecage (evocation)
Level: 7
Casting Time: 1 action
Concentration: No
Ritual: No

Creates a 20-ft cage or a 10-ft box of magical force that traps a creature. Escape by magicial means only.

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and Prismatic Spray (evocation)
Level: 7
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 60-ft cone must succeed on a Dex. save or take 10d6 damage of a randomly determined type.

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8thControl Weather (transmutation)
Level: 8
Casting Time: 10 minutes
Concentration: Yes
Ritual: No

Modify gradually the climatic conditions outdoors (precipitation, temperature and wind force).

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, Earthquake (evocation)
Level: 8
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 100-ft radius must succeed on a Dex. save or be knocked prone. Cause damage to structures.

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, Incendiary Cloud (conjuration)
Level: 8
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 20-ft-radius sphere must succeed on a Dex. save or take 10d8 fire damage.

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, Maddening Darkness (evocation)
Level: 8
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 60-ft-radius sphere of darkness must succeed on a Wis. save or take 8d8 psychic damage.

View on dndbeyond.com
and Sunburst (evocation)
Level: 8
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 60-ft radius must succeed on a Con. save or take 12d6 radiant damage and be blinded for 1 min.

View on dndbeyond.com
9thMeteor Swarm (evocation)
Level: 9
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 40-ft-radius sphere must succeed on a Dex. save or take 20d6 fire damage and 20d6 bludgeoning damage.

View on dndbeyond.com
, Prismatic Wall (abjuration)
Level: 9
Casting Time: 1 action
Concentration: No
Ritual: No

Create a multi-layered wall that inflicts different effects and damage depending on the layer.

View on dndbeyond.com
, Shapechange (transmutation)
Level: 9
Casting Time: 1 action
Concentration: Yes
Ritual: No

The caster takes the form of a creature he has seen at least once with a CR equal to its level or lower.

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and Storm of Vengeance (conjuration)
Level: 9
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 360-ft radius must succeed on a Con. save or be deafened and suffer various damage and effects.

View on dndbeyond.com

Drain Life#

6th-level Sanguine Mage feature.When your spell hits a living creature or they fail a save against your spell, you can tap into their life force. By expending one or more Hemorrhage Dice, you drain vitality from your target. Roll the Hemorrhage Dice and add your Constitution modifier to the result. The target takes this amount of necrotic damage, and simultaneously, you regain the same number of hit points. You can use this feature once per turn.

Crimson Sigil#

10th-level Sanguine Mage feature.You can inscribe a Crimson Sigil on a surface or object. This sigil is invisible and can only be seen by you. Inscribing a sigil takes 1 minute and you must complete a long rest before you can inscribe a new sigil. You can activate the sigil as a bonus action to produce one of the following effects in a 10 foot radius sphere around the sigil for 1 minute:
  • Sigil of Warding: Grants a +2 bonus to AC to allies within 10 feet of the sigil.
  • Sigil of Fury: When you deal damage to an enemy within 10 feet of the sigil, it takes an additional slashing damage.
  • Sigil of Fear: When an enemy comes within 10 feet of the sigil for the first time on a turn or starts its turn there, it must succeed on a Wisdom saving throw or become frightened for 1 minute. Frightened creatures can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
  • Sigil of Bloodbond: When an ally within 10 feet of the sigil takes damage, you can use your reaction to take half of that damage instead.

Sanguine Retaliation#

14th-level Sanguine Mage feature.When you take damage, you can use your reaction to expend one or more Hemorrhage Dice and force the attacker to make a Constitution saving throw. The attacker takes necrotic damage equal to the roll of your Hemorrhage Dice plus your Constitution modifier, or half as much on a success.
Illustration: Midjourney
background image

Sanguine Mage

Homebrew Hemomancer subclass for D&D 5e


The Sanguine Mage delves into forbidden arts, harnessing the very essence of life—the pulsing crimson flow within their veins. Their spells are woven from blood, and their power is drawn from the vital force that courses through all living beings.

Dance with Death#

3rd-level Sanguine Mage feature.When you have less than half your hit points, your spells cost three times their level in hit points. This is reduced to twice their level when you have less than a quarter of your hit points.

Expanded Spell List#

3rd-level Sanguine Mage feature.The Sanguine Mages gain an expanded spell list through their communion with life’s essence. Their connection to hemomancy—the forbidden art of blood magic—allows them to peer beyond mortal bounds.
Spell LevelSpells
CantripEldritch Blast (evocation)
Level: 0
Casting Time: 1 action
Concentration: No
Ritual: No

If the spell attack hits, deals 1d10 force damage (nbr of beam/lvl).

View on dndbeyond.com
, Fire Bolt (evocation)
Level: 0
Casting Time: 1 action
Concentration: No
Ritual: No

If the spell attack hits, deals 1d10 fire damage (damage/lvl). An object can ignite.

View on dndbeyond.com
, and Frostbite (evocation)
Level: 0
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on a Con. save or take 1d6 cold damage and have disadvantage on next attack roll (damage/lvl).

View on dndbeyond.com
1stBlood Bolt (evocation)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

If the spell attack hits, deals 1d10 piercing damage + Dex. save or 1d6 acid damage (damage/lvl) and -1 AC to enemies within 5 ft

View on spell details on timmmi.com
, Burning Hands (evocation)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 15-ft cone must succeed on a Dex. save or take 3d6 fire damage (damage/lvl).

View on dndbeyond.com
, Chromatic Orb (evocation)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

If the spell attack hits, deals 3d8 damage of a previously determined type (damage/lvl)

View on dndbeyond.com
, Faerie Fire (evocation)
Level: 1
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 20-ft cube must succeed on a Dex. save or grant advantage against them to attackers.

View on dndbeyond.com
, Magic Missile (evocation)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

3 missiles deal automatically 1d4+1 force damage each to one or several creatures (+1 missile/lvl).

View on dndbeyond.com
, Silvery Barbs (enchantment)
Level: 1
Casting Time: 1 reaction
Concentration: No
Ritual: No

You force a creature to reroll an attack roll, ability check, or saving throw.

View on dndbeyond.com
and Thunderwave (evocation)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 15-ft cube must succeed on a Con. save or take 2d8 thunder damage (damage/lvl).

View on dndbeyond.com
2ndFlaming Sphere (conjuration)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures within 5 ft from a 5-ft-diameter sphere must succeed on a Dex. save or take 2d6 fire damage (damage/lvl).

View on dndbeyond.com
, Heat Metal (transmutation)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in physical contact with the metal object take 2d8 fire damage (damage/lvl).

View on dndbeyond.com
, Mind Spike (divination)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Wis. save or take 3d8 psychic damage (damage/lvl).

View on dndbeyond.com
, Phantasmal Force (illusion)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

Tha target must succeed on an Int. save or perceive as real an object or creature created by the caster (with sound).

View on dndbeyond.com
, Scorching Ray (evocation)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: No

If the spell attacks hit, 3 rays deal 2d6 fire damage each (+1 ray/lvl).

View on dndbeyond.com
, Shatter (evocation)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 10-ft-radius sphere must succeed on a Con. save or take 3d8 thunder damage (damage/lvl).

View on dndbeyond.com
and Tasha's Mind Whip (enchantment)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: No

Target must succeed on an Int. save or take 3d6 psychic damage and choose to move or take an action next turn (+1 creature/lvl).

View on dndbeyond.com
3rdBlink (transmutation)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

The caster has 50% of chance to switch to the Ethereal Plane, then returns to the space he vanished from on the next turn.

View on dndbeyond.com
, Call Lightning (conjuration)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 5-ft radius must succeed on a Dex. save or take 3d10 lightning damage (damage/lvl) on each turn.

View on dndbeyond.com
, Fireball (evocation)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 20-ft radius must succeed on a Dex. save or take 8d6 fire damage (damage/lvl).

View on dndbeyond.com
, Lightning Bolt (evocation)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures on a 100-ft-long, 5-ft-wide line must succeed on a Dex. save or take 8d6 lightning damage (damage/lvl).

View on dndbeyond.com
, Major Image (illusion)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

Create the image of an animated object or creature, with sounds and smells (without concentration/lvl).

View on dndbeyond.com
, Stinking Cloud (conjuration)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 20-ft-radius sphere must succeed on a Con. save or spend their action that turn retching and reeling.

View on dndbeyond.com
, Thunder Step (conjuration)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

The caster teleports and creatures within 10 ft must succeed on a Con. save or take 3d10 thunder damage.

View on dndbeyond.com
and Wind Wall (evocation)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

Create a 50-ft-long, 15-ft-high, 1-ft-thick wall of wind. Small flying creatures can't pass. Arrows and bolts are deflected.

View on dndbeyond.com
4thBanishment (abjuration)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Cha. save or be banished to a harmless demiplane (+1 creature/lvl).

View on dndbeyond.com
, Blight (necromancy)
Level: 4
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on a Con. save or take 8d8 necrotic damage (damage/lvl).

View on dndbeyond.com
, Dimension Door (conjuration)
Level: 4
Casting Time: 1 action
Concentration: No
Ritual: No

The caster and another creature of the same size are teleported to a maximum of 500 feet.

View on dndbeyond.com
, Ice Storm (evocation)
Level: 4
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 20-ft-radius, 40-ft-high cylinder must succeed on a Dex. save or take 2d8 bludgeoning damage and 4d6 cold damage.

View on dndbeyond.com
, Storm Sphere (evocation)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 20-ft-radius sphere must succeed on a Str. save or take 2d6 bludgeoning damage (damage/lvl).

View on dndbeyond.com
and Wall of Fire (evocation)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

Create a 60 x 20 x 1 ft wall of fire. Creatures inside or within 10ft of one side of the wall take 5d8 fire damage (damage/lvl).

View on dndbeyond.com
5thArcane Hand (evocation)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

Create a Large hand with a Strength of 26 that can strike (4d8 force damage), push, grapple, or protect (damage/lvl).

View on dndbeyond.com
, Cloudkill (conjuration)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 20-ft-radius sphere must succeed on a Con. save or take 5d8 poison damage (damage/lvl).

View on dndbeyond.com
, Cone of Cold (evocation)
Level: 5
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 60-ft cone must succeed on a Con. save or take 8d8 cold damage (damage/lvl).

View on dndbeyond.com
, Flame Strike (evocation)
Level: 5
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 10-ft-radius, 40-ft-high cylinder must succeed on a Dex. save or take 4d6 fire and 4d6 radiant (damage/lvl).

View on dndbeyond.com
, Immolation (evocation)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target within 90 ft must succeed on a Dex. save or take 8d6 fire damage and 4d6 fire damage thereafter.

View on dndbeyond.com
, Synaptic Static (enchantment)
Level: 5
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 20-ft radius must succeed on an Int. save or take 8d6 psychic damage.

View on dndbeyond.com
, Telekinesis (transmutation)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

Move a creature (Huge or smaller) or object (up to 1,000 pounds) by thought in case of successful contest.

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and Wall of Force (evocation)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

Create a physically insurmountable wall of force (ten 10-ft panels) immune to all types of damage.

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6thChain Lightning (evocation)
Level: 6
Casting Time: 1 action
Concentration: No
Ritual: No

Up to 4 different targets must succeed on a Dex. save or take 10d8 lightning damage (+1 target/lvl).

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, Disintegrate (transmutation)
Level: 6
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on a Dex. save or take 10d6+40 force damage (damage/lvl). An Large or smaller object is disintegrated.

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, Mass Suggestion (enchantment)
Level: 6
Casting Time: 1 action
Concentration: No
Ritual: No

Up to 12 targets must succeed on a Wis. save or follow the suggestion given by the caster (duration/lvl).

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, Scatter (conjuration)
Level: 6
Casting Time: 1 action
Concentration: No
Ritual: No

Up to 5 creatures are teleported (Wis. save if unwilling) within 120 ft.

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and Sunbeam (evocation)
Level: 6
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures on a 5-ft-wide, 60-ft-long line must succeed on a Con. save or take 6d8 radiant damage and be blinded.

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7thCrown of Stars (evocation)
Level: 7
Casting Time: 1 action
Concentration: No
Ritual: No

If the spell attack hits, 7 motes deal 4d12 radiant damage each (+1 mote/lvl).

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, Delayed Blast Fireball (evocation)
Level: 7
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 20-ft-radius sphere must succeed on a Dex. save or take 12d6 fire damage (damage/lvl).

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, Fire Storm (evocation)
Level: 7
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in ten 10-ft cube must succeed on a Dex. save or take 7d10 fire damage.

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, Forcecage (evocation)
Level: 7
Casting Time: 1 action
Concentration: No
Ritual: No

Creates a 20-ft cage or a 10-ft box of magical force that traps a creature. Escape by magicial means only.

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and Prismatic Spray (evocation)
Level: 7
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 60-ft cone must succeed on a Dex. save or take 10d6 damage of a randomly determined type.

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8thControl Weather (transmutation)
Level: 8
Casting Time: 10 minutes
Concentration: Yes
Ritual: No

Modify gradually the climatic conditions outdoors (precipitation, temperature and wind force).

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, Earthquake (evocation)
Level: 8
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 100-ft radius must succeed on a Dex. save or be knocked prone. Cause damage to structures.

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, Incendiary Cloud (conjuration)
Level: 8
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 20-ft-radius sphere must succeed on a Dex. save or take 10d8 fire damage.

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, Maddening Darkness (evocation)
Level: 8
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 60-ft-radius sphere of darkness must succeed on a Wis. save or take 8d8 psychic damage.

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and Sunburst (evocation)
Level: 8
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 60-ft radius must succeed on a Con. save or take 12d6 radiant damage and be blinded for 1 min.

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9thMeteor Swarm (evocation)
Level: 9
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 40-ft-radius sphere must succeed on a Dex. save or take 20d6 fire damage and 20d6 bludgeoning damage.

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, Prismatic Wall (abjuration)
Level: 9
Casting Time: 1 action
Concentration: No
Ritual: No

Create a multi-layered wall that inflicts different effects and damage depending on the layer.

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, Shapechange (transmutation)
Level: 9
Casting Time: 1 action
Concentration: Yes
Ritual: No

The caster takes the form of a creature he has seen at least once with a CR equal to its level or lower.

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and Storm of Vengeance (conjuration)
Level: 9
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 360-ft radius must succeed on a Con. save or be deafened and suffer various damage and effects.

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Drain Life#

6th-level Sanguine Mage feature.When your spell hits a living creature or they fail a save against your spell, you can tap into their life force. By expending one or more Hemorrhage Dice, you drain vitality from your target. Roll the Hemorrhage Dice and add your Constitution modifier to the result. The target takes this amount of necrotic damage, and simultaneously, you regain the same number of hit points. You can use this feature once per turn.

Crimson Sigil#

10th-level Sanguine Mage feature.You can inscribe a Crimson Sigil on a surface or object. This sigil is invisible and can only be seen by you. Inscribing a sigil takes 1 minute and you must complete a long rest before you can inscribe a new sigil. You can activate the sigil as a bonus action to produce one of the following effects in a 10 foot radius sphere around the sigil for 1 minute:
  • Sigil of Warding: Grants a +2 bonus to AC to allies within 10 feet of the sigil.
  • Sigil of Fury: When you deal damage to an enemy within 10 feet of the sigil, it takes an additional slashing damage.
  • Sigil of Fear: When an enemy comes within 10 feet of the sigil for the first time on a turn or starts its turn there, it must succeed on a Wisdom saving throw or become frightened for 1 minute. Frightened creatures can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
  • Sigil of Bloodbond: When an ally within 10 feet of the sigil takes damage, you can use your reaction to take half of that damage instead.

Sanguine Retaliation#

14th-level Sanguine Mage feature.When you take damage, you can use your reaction to expend one or more Hemorrhage Dice and force the attacker to make a Constitution saving throw. The attacker takes necrotic damage equal to the roll of your Hemorrhage Dice plus your Constitution modifier, or half as much on a success.

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