Becoming a Sanguine Warden
Becoming a Sanguine Warden is the most harrowing path a Blood Hunter can undertake. It is not enough to merely wield blood magic or hunt monsters; one must become the embodiment of the Hunter’s Bane, mastering the intimate, terrible power flowing through their own veins. Even at 20th level, a Blood Hunter’s mortal limits restrict the true potential of their dark gifts. To walk the path of the Sanguine Warden, one must channel life itself as a weapon, compacting the essence of their vitality into a singular, devastating force capable of striking down even the most unnatural of horrors.
To advance as a Sanguine Warden, you must meet the following prerequisites:
Blood Hunter Level 20 – Only those who have survived decades of unholy trials and mastered the lethal arts of the Hunter’s Bane are capable of this transformation.
Slay an Epic Monster – At the DM’s discretion, you may be required to defeat a creature of extraordinary power and malevolence. This foe should represent a pinnacle of monstrosity, a being that embodies the darkness you hunt, and push your mastery of Blood Rites and Vital Sacrifice to its absolute limits. You need not slay it alone, but it must stand as the most formidable threat you have ever faced.
Epic Trial: Bloodbound – You must undergo a fearsome ritual to unify your body, mind, and cursed blood. For a year and a day, you live under the constant influence of your own blood magic, embracing Vital Sacrifices, Mutagen experiments, and the relentless hunt. Sleep and respite are fleeting, for every day is spent pushing the limits of your physical and magical form. At the climax of this trial, you perform a singular act of terrible mastery—drawing life and blood from a creature of legend, surviving an unthinkable ordeal, or transforming your body in a way no mortal could endure. This final act teaches you the true power of your own cursed blood, unlocking the path to transcendence as a Sanguine Warden.
As a Sanguine Warden, you gain the following class features.
Hit Points
Hit Dice: 1d12 per Sanguine Warden level
Hit Points per Level: 1d12 + your Constitution modifier per level
Proficiencies
Saving Throws: You gain proficiency in a single saving throw of your choice.
Ability Score Improvement
When you reach 21st level, and again at 23rd, 25th, 27th, and 29th level, you can increase one ability score of your choice by 2, or two ability scores of your choice by 1. You can’t increase an ability score above 30 using this feature.
Epic Feat
When you reach 21st level, and again at 25th and 29th level, you may select one Epic feat from the Epic feat list. You may forgo taking an Epic feat to instead increase one ability score of your choice by 4, or two ability scores by 2. No ability score can exceed 30.
A Blood Hunter gains Sanguine Focus points at 21st level to fuel their Crimson Ascendancy powers. You start with 4 Sanguine Focus points at 21st level. As you advance, you gain additional points at every even-numbered level: you gain 1 additional Sanguine Focus point at levels 22, 24, 26, 28, and 30, bringing your maximum pool to 9 points at level 30.
You regain all expended Sanguine Focus points after a long rest, and managing these points carefully is critical to unleashing your most potent Crimson Ascendancy powers.
At 21st level, your understanding of blood magic deepens. You can now:
Spend 1 Sanguine Focus point to cast any Blood Rite you know without performing a Vital Sacrifice.
Increase the potency of a Blood Rite by one additional roll of your Rite Die.
You can maintain two active Blood Rites simultaneously when empowered this way.
At 22nd level, you can Mutate using a bonus action to gain the benefits of a number of Latent Mutagens equal to your Constitution modifier + 1 (minimum 2). Mutagen effects last 20 minutes at this level.
At 24th level, your Vital Sacrifices empower your blood magic further:
Whenever you use a Vital Sacrifice, you roll your Rite Die twice and choose the higher result.
Once per short or long rest, you may empower a Blood Rite without making a Vital Sacrifice.
At 25th level, your body becomes a living weapon of alchemical might. Choose one:
Engorged Physique: You grow one size category, your reach increases by 5 ft, and all melee weapon attacks deal an extra roll of your Rite Die.
Viscous Grip: Gain a climbing speed equal to your walking speed, and grapples you impose disadvantage on escape attempts.
Inoculated Vigor: Immunity to acid, poison, disease, and the poisoned condition.
Additionally, when you Mutate, you may gain three active Mutagens simultaneously.
At 26th level, your Noxious Strike improves:
The damage increases to 5 rolls of your Rite Die, and the target is blinded or stunned (your choice) for 2 minutes.
You may use this ability twice per turn, once per target.
Uses can be regained with Vital Sacrifice if exhausted.
At 27th level:
Your Mutagen experiments allow you to swap one active Mutagen for another as a bonus action, unlimited while Mutated.
You may fly, glide, or swim at your walking speed depending on Mutagens active.
Acidic Bile, Corrosive Blood, Dislocated Reach, and other 13th-level Mutagens now scale with Rite Die.
At 28th level, when you spend a Sanguine Focus point to use a Blood Rite or Mutagen, you may also grant yourself temporary hit points equal to your level lasting 10 minutes.
At 30th level, you transcend mortality:
Vital Sacrifices no longer reduce your maximum hit points, though current HP is still reduced.
Once per long rest, as an action, you may activate all Blood Rites and Mutagens simultaneously without spending Vital Sacrifice or Sanguine Focus points.
You emit a 30-ft aura of dread, imposing disadvantage on saving throws against fear, curses, or blood magic effects.
You gain two additional Latent Mutagens permanently active at all times.
Crimson Ascendancy powers are the ultimate expression of a Blood Hunter’s mastery over their own blood and the dark energies it can channel. These powers allow you to manipulate your life force to strike with deadly precision, enhance your body, or control the battlefield with supernatural force.
Each Crimson Ascendancy power has a Sanguine Focus point cost detailed in its description, which must be expended for the power to take effect. If a power lists a “+” beside its point cost, you may spend any number of additional Sanguine Focus points in a single use to amplify its effects, as described in that power’s entry.
Sanguine Focus points spent are expended immediately and cannot exceed the number of points you currently possess. You regain all expended Sanguine Focus points after a long rest, and careful management of this resource is critical to unleashing the full destructive or protective potential of your Crimson Ascendancy powers.
Crimson Ascendancy Powers
Bloodletting Strike – Cost: 1+ Sanguine Focus point
You channel your blood magic into a weapon strike. When you hit a creature with a weapon attack, you may spend 1 Sanguine Focus point to deal additional necrotic damage equal to 1d6. For each additional Sanguine Focus point you spend (the “+”), increase the bonus damage by an additional 1d6.
Sanguine Ward – Cost: 1 Sanguine Focus point
As a bonus action, you coat your veins with magical vitality, bolstering your defenses. You gain temporary hit points equal to 5 + twice the Sanguine Focus points you spent. Additionally, while you have these temporary hit points, you gain resistance to one damage type of your choice until the end of your next turn.
Hemocraft Surge – Cost: 2+ Sanguine Focus points
You unleash the kinetic potential of your blood, allowing you to move unnaturally fast. When you use this power, your movement speed doubles until the end of your turn. For each additional Sanguine Focus point spent, you may take an additional reaction on this turn that allows you to move up to half your speed.
Crimson Riposte – Cost: 2 Sanguine Focus points
When a creature hits you with a melee attack, you may use your reaction to channel blood magic through your weapon. The attacking creature takes damage equal to 1d8 + your Constitution modifier. If you spend 1 additional Sanguine Focus point, the creature is also slowed, halving its speed until the start of its next turn.
Hemorrhagic Wave – Cost: 3+ Sanguine Focus points
As an action, you slam your weapon or hands into the ground, releasing a wave of blood-infused energy. Creatures in a 15-foot cone must succeed on a Dexterity saving throw or take 4d6 necrotic damage and are knocked prone. For each additional Sanguine Focus point spent, increase the damage by 2d6. Structures and objects take double damage.
Vampiric Reprieve – Cost: 1+ Sanguine Focus point
As a bonus action, you may spend 1 Sanguine Focus point to regain hit points equal to 1d6 + your Constitution modifier. For each additional Sanguine Focus point spent, the healing increases by 1d6. Additionally, creatures that hit you in melee while this effect lasts take damage equal to the healing you received.
Sanguine Dominion – Cost: 4 Sanguine Focus points
You exert complete mastery over the battlefield with your blood. As an action, you choose up to three creatures of your choice within 30 feet. Each target must make a Wisdom saving throw or be frightened and restrained until the end of your next turn. You may spend 1 additional Sanguine Focus point per extra round you wish to maintain control.
Crimson Apex – Cost: 2+ Sanguine Focus points
For 1 minute, your attacks bypass resistances to necrotic, psychic, or force damage. While under this effect, each successful attack restores hit points equal to half the damage dealt. For each additional Sanguine Focus point spent, the damage ignore condition also applies to all your Blood Rites for the duration.