Sanguine Mage

Hemomancer is a homebrew class created by Timmmi. View the full class details at the Hemomancer page
Homebrew subclass for Hemomancer
Sanguine Mage
Illustration: Midjourney

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).

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, 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.

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, 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).

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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

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, 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).

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, 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)

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, 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.

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, 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).

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, 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.

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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).

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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).

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, 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).

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, 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).

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, 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).

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, 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).

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, 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).

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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).

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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.

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, 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.

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, 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).

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, 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).

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, 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).

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, 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.

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, 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.

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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.

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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).

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, 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).

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, 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.

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, 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.

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, 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).

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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).

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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).

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, 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).

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, 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).

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, 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).

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, 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.

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, 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.

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, 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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