Z's Blood Magic (5e Sourcebook)/Magic/Bloodborne Sacraments/Sacrament of the Sage

From Dungeons and Dragons Wiki
Jump to: navigation, search

Sacrament of the Sage[edit]

Learning the Sacrament of the Sage grants you greater control over the raw magic your power creates, tapping into methods of twisting your Hemocraft into new forms.

  • Bonus Rites: Upon gaining the Sacrament of the Sage, you automatically learn the Will of the Arcanist Rite. This bonus Rite does not count against your number of Rites Known, and cannot be replaced when you gain a level, unless it is a level for which you gain the Crimson Versatility feature and choose to exchange the Sacrament of the Sage for another Sacrament.


Will of the Arcanist[edit]

Rite Type: Will

Upon being blessed with the Sacrament of the Sage, you gain special ability to create minor magical effects. The Will that belongs to the Sacrament of the Sage is the Prestidigitation cantrip.


Grasping Sign[edit]

Rite Type: Mercy

As a bonus action, you can spend 1 Sacrifice Point to empower the next Sign you cast with this Mercy, provided that Sign is cast before the end of your next turn. When you do, each creature that fails its saving throw against the Sign, or is hit by the Sign (When cast using an effect such as Sanguine Spear or Sanguine Claw), is moved 10ft horizontally in any direction you desire.


Hindering Sign[edit]

Rite Type: Mercy

As a bonus action, you can spend 1 Sacrifice Point to empower the next Sign you cast with this Mercy, provided that Sign is cast before the end of your next turn. When you do, each creature that fails its saving throw against the Sign, or is hit by the Sign (When cast using an effect such as Sanguine Spear or Sanguine Claw), has their movement speeds reduced by 10ft until the beginning of your next turn.


Sanguine Claws[edit]

Rite Type: Mercy

As an action, you can invoke a Sign, and empower it with this Mercy by expending 1 Sacrifice Point. When you do so, it is formed into claws of energy, which you immediately lash out with as part of the same action, making a melee Hemocraft attack against two targets within your melee reach. On a successful hit, the target suffers the Sign's effects, and on a critical hit, the target suffers the associated Critical Rite Effect.


Sanguine Spear[edit]

Rite Type: Mercy

As an action, you can invoke a Sign, and empower it with this Mercy by expending 1 Sacrifice Point. When you do so, it is formed into a spear, which you hurl as part of the same action, making a ranged Hemocraft attack with a range of 300ft. On a successful hit, the target suffers the Sign's effects, and on a critical hit, the target suffers the associated Critical Rite Effect.


Sanguine Doom[edit]

Prerequisite: Hemocraft level 3rd

Rite Type: Mercy, Harvest

As an action, you can invoke a Sign, and empower it with this Mercy by expending 1 Sacrifice Point. When you do so, it is cast as a sphere, with a radius equal to your Corpse Magic range, centered on you. You can also cause it to originate from the space of any eligible corpse in your Corpse Magic range; Doing so harvests the corpse.

Any number of creatures of your choice within the area must make a saving throw against that Sign's effects, suffering the associated Critical Rite Effect if they critically fail the saving throw. Creatures you don't select are immune.


Enervating Sign[edit]

Prerequisite: Hemocraft level 5th

Rite Type: Mercy

As a bonus action, you can spend 1 Sacrifice Point to empower the next Sign you cast with this Mercy, provided that Sign is cast before the end of your next turn. When you do, each creature that fails its saving throw against the Sign, or is hit by the Sign (When cast using an effect such as Sanguine Spear or Sanguine Claw), is affected by Enervation until the beginning of your next turn, and by Decay for 1 minute.


Weakening Sign[edit]

Prerequisite: Hemocraft level 5th

Rite Type: Mercy

As a bonus action, you can spend 1 Sacrifice Point to empower the next Sign you cast with this Mercy, provided that Sign is cast before the end of your next turn. When you do, each creature that fails its saving throw against the Sign, or is hit by the Sign (When cast using an effect such as Sanguine Spear or Sanguine Claw), deals only half damage with weapon attacks that use Strength for 1 minute or until they receive any amount of healing.


Sanguine Blast[edit]

Prerequisite: Hemocraft level 5th

Rite Type: Mercy, Harvest

As an action, you can invoke a Sign, and empower it with this Mercy by expending 1 Sacrifice Point. When you do so, it is cast as a 30ft-long cone originating from you. You can also cause it to originate from the space of any eligible corpse in your Corpse Magic range; Doing so harvests the corpse.

Any number of creatures of your choice within the area must make a saving throw against that Sign's effects, suffering the associated Critical Rite Effect if they critically fail the saving throw. Creatures you don't select are immune.


Sanguine Burst[edit]

Prerequisite: Hemocraft level 5th

Rite Type: Mercy, Harvest

As an action, you can invoke a Sign, and empower it with this Mercy by expending 1 Sacrifice Point. When you do so, it is cast as an orb at any point within twice your Corpse Magic range. Upon reaching that point, or upon striking a solid object, it explodes in a 10ft-radius sphere centered on that point in space.

Any number of creatures of your choice within the area must make a saving throw against that Sign's effects, suffering the associated Critical Rite Effect if they critically fail the saving throw. Creatures you don't select are immune.


Sanguine Column[edit]

Prerequisite: Hemocraft level 5th

Rite Type: Mercy, Harvest

As an action, you can invoke a Sign, and empower it with this Mercy by expending 1 Sacrifice Point. When you do so, it is cast as a 10ft-radius, 100ft-tall column, centered on a point within your Corpse Magic range.

Any number of creatures of your choice within the area must make a saving throw against that Sign's effects, suffering the associated Critical Rite Effect if they critically fail the saving throw. Creatures you don't select are immune.


Sanguine Rune[edit]

Prerequisite: Hemocraft level 5th

Rite Type: Mercy

As an action, you can invoke a Sign, and empower it with this Mercy by expending 1 Sacrifice Point. When you do so, it is cast as a rune on a surface within 5ft of you, creating an explosive trap that lasts for up to 1 hour. The DC to spot the Rune using Perception or Investigation is equal to your Hemocraft save DC.

When you place a Rune, you can name any number of creatures that do not trigger it upon approaching it. When a creature other than you that you have not named in this way approaches within 10ft of a Rune, it detonates in a 10ft radius sphere. All creatures within the area must make a saving throw against that Sign's effects, suffering the associated Critical Rite Effect if they critically fail the saving throw. You, and all creatures you name when placing the Rune, are immune to its effects.


Empowered Sign[edit]

Prerequisite: Hemocraft level 9th

Rite Type: Mercy

As a bonus action, you can spend 1 Sacrifice Point to empower the next Sign you cast with this Mercy, provided that Sign is cast before the end of your next turn. When you do, each creature that fails its saving throw against the Sign, or is hit by the Sign (When cast using an effect such as Sanguine Spear or Sanguine Claw), is affected by the Sign's corresponding Critical Rite Effect.


Magic Eater[edit]

Prerequisite: Hemocraft level 9th

Rite Type: Mercy

You learn the Counterspell and Dispel Magic spells; Constitution is your spellcasting modifier for these spells. You may cast either of these using any spell slots you possess, or by spending 5 Sacrifice Points.


Sanguine Beam[edit]

Prerequisite: Hemocraft level 9th

Rite Type: Mercy, Harvest

As an action, you can invoke a Sign, and empower it with this Mercy by expending 1 Sacrifice Point. When you do so, it is cast as a 60ft-long, 5ft-wide line originating from you. You can also cause it to originate from the space of any eligible corpse in your Corpse Magic range; Doing so harvests the corpse.

Any number of creatures of your choice within the area must make a saving throw against that Sign's effects, suffering the associated Critical Rite Effect if they critically fail the saving throw. Creatures you don't select are immune.


Branding Sign[edit]

Prerequisite: Hemocraft level 13th

Rite Type: Mercy

As a bonus action, you can spend 1 Sacrifice Point, and the use of one of your Brands, to empower the next Sign you cast with this Mercy, provided that Sign is cast before the end of your next turn. When you do, each creature that fails its saving throw against the Sign, or is hit by the Sign (When cast using an effect such as Sanguine Spear or Sanguine Claw), is affected by the selected Brand until the end of your next turn.