Crimson Spellcasting: Exploring Sanguine Magic in Dnd 5e

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In Dungeons and Dragons 5th edition, Sanguine Magic is a powerful and unique form of magic that revolves around the use of blood. **Sanguine Magic practitioners harness the essence of life and channel it through their own blood, manipulating it to achieve various effects**. This type of magic is often seen as dark and taboo, as it involves sacrificing one's own life force to cast spells. **Sanguine Magic users must draw blood from themselves or others in order to fuel their spells**. This can range from a simple prick of the finger to more drastic measures, depending on the level of power required. Despite its controversial nature, Sanguine Magic offers a wide range of abilities and spellcasting options.


Bond of Mutual Suffering
At 6th level a blood wizard can use their reaction to bind their vitality with their enemy's (as long as said enemy isn't a construct or an undead), so both take the same damage when the wizard has been attacked. This ability can only be used once between short or long rests, but at 14th level it can be used twice.

Glyph of Hemorrhaging At 10th level, once between rests, a blood wizard can curse their enemy unless they are constructs or undead after damaging them with a spell for 1 minute, each time said enemy is damaged, they take an extra 1d6 necrotic damage, although they can try to resist the curse at the end of each of their turns. Some of the more macabre mages seeking to empower their arcane pursuits turn to hemocraft as a means of bolstering their spells, giving their own life s blood to reach new heights of frightening magical prowess.

Dnd 5e sanguine magic

Despite its controversial nature, Sanguine Magic offers a wide range of abilities and spellcasting options. **It allows practitioners to manipulate blood, heal wounds, drain life force from enemies, and even transform their own bodies**. Some of the spells associated with Sanguine Magic include Blood Boil, Blood Pact, and Blood Transfusion.

Dnd 5e sanguine magic

A soldier on the battlefield raises an arm, slicing through the air. The body of her opponent bursts, cut in half as if struck by a blade. A charismatic priest snaps his fingers, puppeteering his follower and bending their blood to his whim. A quiet girl reaches out to a hurt farmer, blood running from her ears as she mends his wounds.

These are all examples of Sorcerers whose power is intrinsically linked to the ichor of life and death itself: blood.

Sanguine Sorcery Features
Sorcerer Level Feature
1st Blood Identity, Sanguine Empowerment
6th Blood Sense, Crimson Manipulations
14th Improved Crimson Manipulations
18th Blood Rush

Blood Identity

At 1st level, your magic becomes intertwined with the blood coursing through your veins. You gain the ability to replace your spellcasting modifier with Constitution if you so choose.

You additionally know the Rend cantrip and learn the following spells as Sorcerer spells, none of which count against your total spells known.

Additional Spells
Sorcerer Level Spell
1st Cure Wounds, Inflict Wounds
3rd Crown of Madness, Hold Person
5th Life Transference, Vampiric Touch
7th Blight, Infect Wounds
9th Enervation, Hold Monster

Sanguine Empowerment

Also at 1st level, you gain the ability to empower your spells with your own blood. As a free action, when rolling damage for a spell, you may expend any number of your hit die, adding an additional 2d6 necrotic damage per dice expended.

If you use more than one of your hit dice empowering a single spell, you take half of the additional damage dealt, ignoring any resistance you may have to necrotic damage.

Blood Sense

At 6th level, you are attuned to the presence of gore. As an action, you can open your awareness to detect creatures with blood running through their veins. Until the end of your next turn, you know the location of any creature within a 60 ft. radius that is not an Undead, Construct, or Ooze. You know and can track the location of a given creature within that range, however, you do not know any specifics of that creature's identity.

You can use this feature a number of times equal to 1 + your spellcasting modifier. When you finish a long rest, you regain all expended uses.

Crimson Manipulations

Additionally at 6th level, you gain new ways to manipulate the spells granted to you by Sanguine Sorcery called Crimson Manipulations, enhancing your blood magic. Crimson Manipulations cannot be stacked with metamagic. The following Crimson Manipulations cost 1 sorcery point and can only be used to influence specific spells listed below:

Blood Pressure

Applicable spells: Crown of Madness, Hold Person, Hold Monster

When holding a creature under your command, you may elect to crush their body in your grasp. Each turn they are held by you, they are forced to make a Strength saving throw, taking 1d10 force damage on a success and half on a failure.

Hemorrhage

Applicable spells: Inflict Wounds, Vampiric Touch, Blight, Infect Wounds, Enervation

You can add additional d4s of necrotic damage to these damage-dealing spells. The number of d4s is equivalent to the level at which the spell was cast. At 14th level this increases to a d6.

Increased Casualty

Applicable spells: Inflict Wounds, Vampiric Touch, Blight, Infect Wounds, Enervation

You may reroll 1's on the damage dice. You can elect to use this Crimson Manipulation after seeing the initial rolls.

Improved Crimson Manipulations

At 14th level you have gained new ways to manipulate your blood magic. You gain the following Crimson Manipulations, costing 2 sorcery points:

Lingering Wound

Applicable spells: Inflict Wounds, Vampiric Touch, Blight, Infect Wounds, Enervation

You leave a rapidly bleeding wound on your foe, surely to be lethal without treatment. On each turn for up to a minute after you have used this manipulation, they take 1d10 + your spellcasting modifier necrotic damage. They may use their action and a successful constitution save against your spell save DC to staunch the bleeding, ending the effect.

Puppeteer's Clutch

Applicable spells: Crown of Madness, Hold Person, Hold Monster

When holding an opponent under the grip of your blood magic you can increase your control of their body. Your opponents have disadvantage on saving throws to break free of your control. This does not include the saving throw made when the spell is cast.

Blood Rush

At 18th level, when you have less than half of your hit points remaining, you can use a bonus action to regain a number of hit points equal to 5 x your Constitution modifier + your Sorcerer level.

You regain the ability after a long rest.

Dnd 5e sanguine magic

To become proficient in Sanguine Magic, one must undergo rigorous training and often make sacrifices in their own bodies and minds. This type of magic requires a strong will and a deep understanding of the intricate connection between blood and life force. While Sanguine Magic can be a potent tool in the hands of a skilled practitioner, it also carries significant risks. Overuse of this magic can lead to weakened health, madness, or even death. **Those who specialize in Sanguine Magic must constantly balance their desire for power with the potential consequences of their actions**. In conclusion, Sanguine Magic in Dnd 5e is a unique and powerful form of magic that revolves around the use of blood. **Practitioners must draw blood to fuel their spells and can manipulate it to achieve a wide range of effects**. However, it is a dangerous and controversial form of magic that carries significant risks for those who practice it..

Reviews for "Bloodline of Power: Sanguine Magic in Dnd 5e"

1. John - 1/5
"Dnd 5e sanguine magic was a disappointment for me. The concept of using blood magic sounded intriguing, but in practice, it felt unbalanced and overpowered. It seemed like blood mages had an unfair advantage over other players, and it was frustrating to play against them. Additionally, the mechanics of the sanguine magic system were confusing and hard to understand, even after reading the rulebook multiple times. Overall, I found this expansion to be a letdown and would not recommend it."
2. Sarah - 2/5
"I had high hopes for Dnd 5e sanguine magic, but unfortunately, it didn't live up to my expectations. The blood magic system felt clunky and added unnecessary complexity to the game. It seemed like the rules for using blood magic were convoluted and difficult to grasp, which took away from the overall enjoyment of playing. Furthermore, the balance between blood mages and other classes felt off-kilter, with blood mages having too much power and overshadowing other players. I was hoping for a more seamless integration of blood magic into the game, but unfortunately, this expansion fell short."
3. Michelle - 3/5
"Dnd 5e sanguine magic introduced an interesting twist to the game, but I found it to be too dark and unsettling for my taste. The concept of using blood as a magical resource seemed unnecessarily graphic and crossed a line in terms of my comfort level. Additionally, the mechanics of the blood magic system were complex and required a lot of additional bookkeeping during gameplay. While some players may enjoy the added complexity, I personally found it cumbersome and distracting. If you're into darker themes and don't mind the extra complexity, this expansion might be for you, but it wasn't my cup of tea."

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