Choose your preferred print settings and click the "Save as Image" button to save the content as an image. Alternatively you can use the browser's print functionality to print the content as a PDF.
You can use the global controls, or the controls for each item.
NB! This works best in Chrome.
Global controls
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.