CC:Sanguine Blade


Playtest Material

The information in this document is presented for gathering feedback, while usable in its current state, it is likely to have issues regarding balance or other factors.

The material found in these pages is meant for a future release by Mudcrab Press. It is endorsed by the team behind Unofficial Elder Scrolls Tabletop Roleplaying Game, but it is not considered official nor canon to their project, or other The Elder Scrolls media.

Feel free to use this document to post any comments or suggestions that you think would improve upon the ideas presented here, as well as joining the Mudcrab Press discord server for further discussion, or if you wish to create your homebrew material for UESTRPG. We are always open to new ideas!

Esseturgists that follow the Mastery of the Sanguine Blade, often find themselves in the thick of the frontline. Able to form weaponry from their vital liquid, these esseturgists use their skills and spellcasting to go toe-to-toe with trained warriors and fighters.

Sporting incredible resilience, the Masters of the Sanguine Blade seem to stay up even after receiving countless wounds, ready to punish their assailants mercilessly.

Sanguine Blade Features
Level Feature
2nd Mastery Spells, Shifting Congealment, Coagulated Weapon
6th Extra Attack, Sanguine Carapace
14th Woe of Mortality Option
18th Essence Theft

Mastery Spells

2nd-level Elder Blood Blood Mastery feature
You gain a number of mastery spells at certain levels detailed in the list below. These do not count towards the number of spells known and are considered esseturgist spells.

Elder Blood Mastery Spells
Level Spells
2nd Bleeding Edge, Clot Armor
4th Spiritual Weapon, Warding Bond
6th Blood Flow, Vampiric Touch
8th Visceral Transposition, Potential from Pain
10th Detonating Siphon, Sundering Stroke

Shifting Congealment

2nd-level Sanguine Blade Blood Mastery feature
When you choose this mastery at 2nd level, your body is very quick to react to external pressure, creating a congealed pocket of blood that absorbs any force exerted on you when hit. Bludgeoning, piercing, and slashing damage that you take is reduced by an amount equal to your Endurance modifier.

At 6th level, all damage that you take except psychic and radiant damage is reduced by the same amount.

Coagulated Weapon

2nd-level Sanguine Blade Blood Mastery feature
Also at 2nd level, you gain the ability to coalesce a weapon from the enemy’s life force. When you deal damage to a hostile creature with a melee weapon attack, you can cast Bleeding Edge as a reaction, reducing the Blood Point cost by an amount equal to half the damage dealt, to a minimum of 1.

Extra Attack

6th-level Sanguine Blade Blood Mastery feature
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You can instead replace one of your attacks in order to cast a cantrip.

Sanguine Carapace

6th-level Sanguine Blade Blood Mastery feature
When you reach 6th level, when an attacker that you can see hits you with an attack, you can use a reaction to spend a number of Hit Dice up to your proficiency bonus to reduce the attack’s damage against you, as you summon a barrier of blood between you and your attacker. Roll the die and add your Endurance modifier. The damage you take is reduced by an amount equal to the total.

Once you use this feature, you can’t use it again until you finish a short or long rest, unless you spend 6 Blood Points to use it again.

Woe of Mortality Option

14th-level Elder Blood Blood Mastery feature
Starting at 14th level, you create a blood link between you and a target enemy. You gain the following option for your Woe of Mortality feature:

Pain Split

You can spend 3 Hit Dice to create a bond between you and the target, reducing their speed to 15 feet and lowering their AC by 1. Additionally, while the target stays within 30 feet of you, all damage that you take is split equally between you and your target, before any damage reductions apply.

Essence Theft

18th-level Elder Blood Blood Mastery feature
At 18th level, upon reaching 0 hit points, you can use a reaction to enter an undying state. You gain the following benefits while you are at 0 hit points:

  • Having 0 hit points doesn't knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points.
  • If you deal damage to a hostile target while at 0 hit points, you must immediately make a death saving throw, treating a d20 roll of 9 or lower as a 10. You add this result to your damage roll as additional necrotic damage.
  • When you become stable, you gain 1 hit point instead. Additionally, you can spend an amount of Blood Points up to your level to restore a number of hit points equal to the Blood Points spent.

Once you use this feature, you can’t use it again until you finish a long rest.