The Sanguinist
HP: +1d10 each Level, minimum of +5
AC: +1 each 2nd Level
AB: +1 each Level
Save: -1 each Level
Skills: +1 Skill Pip each Level
At 1st Level, your pain has started to make you stronger. If you are missing 1 or more HP, you deal an extra +1 Damage on all Damage rolls.
At 2nd Level, you have begun to draw willpower from pain. Immediately after taking Damage, you may choose to Heal yourself for 2d6 HP. Once you have used this ability, you must finish a Short Rest before you may use it again. Finally, your 1st Level ability now grants you +2 extra Damage.
At 3rd Level, you have discovered a special power you receive through pain. You may choose one of the options below.
- Bloodrager: When you Attack, you may use this ability to unleash yourself into a raging bloodlust. While raging, you deal +1 Damage and take -1 Damage. You take at least 1 Damage. This state will persist until combat ends, and it will not function out of combat. Once you have used this ability, you must finish a Short Rest before you may use it again.
- Cannibal: You gain a special Unarmed Attack that uses your teeth/mouth and that deals 2d4 Damage. Once per combat when you deal Damage using this Unarmed Attack, you may Heal yourself for a value of HP equal to the total Damage dealt.
- Flagellant: When you take Damage, you may choose to gain the Affliction Bleed 2. While you have the Bleed Affliction, you may cause the Affliction Bleed 2 to targets you deal Damage to.
- Hemomancer: You gain the ability to Cast Spells. You learn 2 Spells and you gain 2 Spell Points (SP). Using 1 Spell Point, you may cast any Spell you know. You regain used Spell Points after a Long Rest.
- Martyr: Once per combat when you take Damage, you may Heal yourself or a target that can see or hear you for a value of HP equal to half of the Damage taken.
At 4th Level, your 1st Level ability now grants you +3 extra Damage.
At 5th Level, your pain allows you to press the attack. Once per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
At 6th Level, your 1st Level ability now grants you +4 extra Damage.
At 7th Level, your special power grows with your pain. You gain the option below that matches the path you took at 3rd Level.
- Bloodrager: Instead of dealing +1 Damage and taking -1 Damage while raging, you now deal +2 Damage and take -2 Damage.
- Cannibal: Out of combat, you may use 10 minutes to feast upon a fresh corpse (i.e., a creature that has been dead for 1 or fewer hours). After completing this feast, you gain the benefits of a Long Rest. Once you have used this ability, 72 or more hours must pass before you may use it again.
- Flagellant: Once per combat when you cause the Bleed Affliction (either to yourself or another target), you may choose 1 creature that can see or hear you and cause that creature to gain the Affliction Afraid 2.
- Hemomancer: You gain 2 additional Spell Points and learn 2 additional Spells.
- Martyr: You may Cast the Spell Heroism without the need for a Spell Point. Once you have used this ability, you must finish a Short Rest before you may use it again.
At 8th Level, your 1st Level ability now grants you +5 extra Damage.
At 9th Level, you have mastered your special power. You gain the option below that matches the path you took at 3rd Level.
- Bloodrager: Twice per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
- Cannibal: Twice per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
- Flagellant: Twice per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
- Hemomancer: When you Cast a Spell that deals Damage or provides Healing, you may take 1d4 Damage to cause the Spell to deal an additional 1d12 Damage or provide an additional 1d12 Healing.
- Martyr: You may use your 3rd Level Martyr ability once per Round instead of only once per combat.
At 10th Level, your mastery over pain and bloodshed has made you a foe spoken of in hushed fear. A small sect of 1d6 + 10 1st Level Sanguinists have decided to start a cult in your honor, and they approach you with a choice; they will either build a monument in your honor or travel the world spreading the word of your cult. Details for both options are below.
- Monument: Your cult builds the Monument in a valid location over the course of 50 days. Once completed, you will lead rituals at this Monument and these Sanguinists will follow your commands, even to the death. Once up and running, you may perform rituals at the Monument, with each ritual being considered a standard Downtime activity. Each time you perform a ritual, you must ritualistically kill a sentient creature. Once completed, the ritual will fully Heal yourself, your cultists, and up to 5 allies.
- Spread Cult: Your cult travels the world, spreading your influence. Every settlement you enter from this point on contains 1d4 - 1 members of your cult. If a settlement has 0 cultists, it has another chance to contain cultists the next time you visit after 30 days have passed. Whenever you arrive in a settlement containing your cultists, they will seek you out in secret and offer to do your bidding. These cultists are each a random type of Henchman or Hireling, but each also has a 1-in-6 chance of being a 1st Level Sanguinist. They prefer to work for you in secret and prefer to not leave their settlement, but they will provide you with their Henchman or Hireling services free of charge. If your commands violate these preferences, they roll Morale with Advantage, leaving the cult if they fail.