LGtC:Sanguine Puppetry

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A Redguard necromancer uses her blood magic to gain necromantic power

Sanguine Puppetry

The ancient practice of bloodletting and exsanguination has led to an esoteric art of necromancy known as Sanguine Puppetry, which grants powers over the very essence of life itself. Within blood, comes control over those who would defy the very whims of these necromancers. Practitioners of this art lean either towards a vampiric sadomasochism, or in rare cases, towards the healing arts of expunging blood of sickness.

Sanguine Puppetry Features
Level Feature
2nd Art Spells, Blood Insight, Blood Magic
6th Bloodletter
14th Sanguinating Marionette, Magicka Transfusion
18th Hemophilic Resurgence

Art Spells

2nd-level Sanguine Puppetry feature

Your necromantic art grants you the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to arts spells. See the Art Spells class feature in Enemies of Elsweyr for how art spells work.

Sanguine Puppetry Art Spells
Level Spells
3rd blindness/deafness, hold person
5th bestow curse, vampiric touch
7th death ward, locate creature
9th dominate person, legend lore

Blood Insight

2nd-level Sanguine Puppetry feature

You gain supernatural powers over blood. When you touch a puddle or a drop of blood from a creature that has died within the last year, you can use an action to gain insight into the creature's race, and a fragment of memory that resides within the blood the moment it was shed. You learn of the preceding seconds just before the blood was shed, the emotions that the creature was experiencing, and how wounded the creature was from this harm.

Blood Magic

2nd-level Sanguine Puppetry feature

When you deal necrotic damage to a living creature, you can choose to place a magical mark on the target. This mark allows you to know the distance and direction that the creature is from you at all times, as long as they are on the same plane of existence as you. This mark lasts for one week, until the creature dies, or until you mark another creature in the same manner.

A creature marked in this manner takes extra necrotic damage whenever it takes bludgeoning, piercing, or slashing damage. Roll a number of d4’s equal to half of your proficiency bonus (rounded down) and add this total to the damage dealt.

Bloodletter

6th-level Sanguine Puppetry feature

When a creature within 30 feet of you is harmed by bludgeoning, piercing, or slashing damage, and the target isn't a construct, plant, or an undead, you can use your reaction to magically siphon a portion of their blood in order to empower yourself until the end of your next turn. While empowered this way, the first time you hit a target with an attack, you deal an extra 1d8 necrotic damage to that attack. When you reach 14th level, the extra damage increases to 2d8.

Sanguinating Marionette

14th-level Sanguine Puppetry feature

You can use a bonus action to expend a Soul Point to control the movement of one living creature that you can see within 30 feet of you, provided that the creature has blood and it’s below its hit point maximum. The creature must succeed on a Personality saving throw against your spell save DC or use its reaction to move up to 30 feet in a direction of your choice. The creature can then make a melee attack against a creature of your choice as part of this reaction. You can’t use this feature again until after you finish a short or long rest.

Magicka Transfusion

14th-level Sanguine Puppetry feature

You learn to draw on the innate magical potential within your own blood in order to fuel your spells.

When you cast a necromancer spell of 1st-level or higher, you can expend a number of hit dice equal to the spell’s level to cast the spell without expending magicka.

Hemophilic Resurgence

18th-level Sanguine Puppetry feature

Your mastery of blood magic allows you to better harm your foes. When you roll a 1 on a damage die that deals necrotic damage, you can expend 1 Soul Point to add your Intelligence modifier to that die. You can add this extra damage to a number of damage dice equal to your Intelligence modifier (minimum of 1) for that spell.