Aspect Codex
Sanguinomancy
Sanguinomancy is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
What This Aspect Does
Sanguinomancy defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.
Power Links
Blood Bolt
Hurl a twisting bolt of blood at one creature within range. Make a ranged power attack. On a hit, the target takes 5 (1d10) necrotic damage. If the target is bleeding, bloodied, or below half its maximum hit points, you gain temporary hit points equal to your WIS modifier.
Blood Reader
Touch fresh blood, a wound, a bloodstain, or a creature with blood. You learn whether the blood is fresh or old, living or dead, diseased or clean, mortal or supernatural, and whether it belongs to the creature you are touching.
Devil's Due
When a creature within range takes damage, draw a thread of escaping vitality through its blood. Regain hit points equal to 1d8 + your WIS modifier. If the damage was a critical hit or reduced the creature below half its maximum hit points, gain temporary hit points equal to the same amount instead or in addition, your choice.
Open Vein
Choose one creature with blood within range. The target must make a CON save, taking 2d6 necrotic damage and beginning to bleed on a failed save, or half damage only on a success. A bleeding target takes necrotic damage equal to your WIS modifier at the start of its next turn.
Blood Seal
When you or a creature with blood within range takes piercing, slashing, necrotic, or bleeding damage, clot and bind the wound. Reduce the damage by 1d8 + your WIS modifier, and end one mundane bleeding effect on the target.
Crimson Mark
Mark one creature with blood within range. Until the effect ends, you know the target’s direction while it is within 1 mile, and the first time each round you damage it with a Sanguinomancy power, add your WIS modifier to one damage roll.
Blood Sacrifice
Sacrifice your own life force to empower your blood magic. Take 1d6 necrotic damage that cannot be reduced or prevented. For the duration, once per turn when you use a Sanguinomancy power that deals damage, one target takes an extra 1d6 necrotic damage.
Sanguine Secrets
Draw knowledge through the blood of one creature you can see within range. You learn its species or creature type, whether it is above or below half hit points, and whether it has resistance, immunity, or vulnerability to necrotic, poison, disease, bleeding, charm, or fear. The next attack roll or Medicine, Insight, or Intimidation check you make against it before your next turn has advantage.
Blood Puppet Tug
Tug the blood of one creature within range. The target must make a STR save, taking 3d6 necrotic damage and being pulled up to 10 ft. or knocked prone on a failed save, or half damage only on a success.
Blood Ward
Touch a willing creature with blood. A red sigil forms beneath its skin. For the duration, the target gains temporary hit points equal to 2d8 + your WIS modifier and has advantage on the next CON save it makes against bleeding, poison, disease, or necrotic damage.
Crimson Harvest
A wave of blood sweeps out from you. Creatures of your choice in the emanation must make a DEX save, taking 4d10 necrotic damage on a failed save, or half on a success. If at least one creature with blood fails, you or one ally in the emanation regains hit points equal to half the damage roll.
Life Transference
Sacrifice your health to mend another creature. You take 4d8 necrotic damage that cannot be reduced or prevented. One creature of your choice within range regains hit points equal to twice the necrotic damage you take.
Blood Boil
Heat or churn one creature’s blood. The target must make a CON save, taking 4d8 fire or necrotic damage and losing reactions until the start of your next turn on a failed save, or half damage only on a success.
Blood Trail
Name or touch a blood sample from one creature. For the duration, you can track that creature by blood scent, pulse, or hidden stains if it is within 1 mile and on the same plane. You have advantage on Survival, Medicine, and Investigation checks made to follow it or identify where it was wounded.
Blood Worm
Create a malignant blood-parasite in one creature with blood within range. The target must make a CON save or become infected for the duration. Once per turn when a creature hits the infected target with a weapon or power attack, the attack deals an extra 4d6 necrotic damage, and the attacker gains temporary hit points equal to half the necrotic damage dealt. The target repeats the save at the end of each turn.
Sacrificial Siphon
Touch one creature and lay a blood-curse that drains its vitality. The target must make a CHA save. On a failed save, it subtracts 1d4 from attack rolls and ability checks. Once per round when it takes damage, you may gain 10 temporary hit points. The target repeats the save at the end of each turn.
Hemorrhage
Choose one creature with blood within range. The target must make a CON save, taking 6d8 necrotic damage and beginning to hemorrhage on a failed save, or half damage only on a success. While hemorrhaging, the first time each turn the target moves more than 10 ft., attacks, or uses a power, it takes 2d8 necrotic damage. It repeats the save at the end of each turn.
Crimson Armor
Harden your blood into armor beneath or around your skin. For the duration, gain temporary hit points equal to 4d8 + your WIS modifier. While these temporary hit points remain, you have resistance to necrotic damage and advantage on CON saves against bleeding.
Blood Bind
Seize one creature’s blood and lock its movement. The target must make a CON save or become restrained for the duration. While restrained, it takes 5d8 necrotic damage at the start of each of its turns. It repeats the save at the end of each turn, ending the effect on a success.
Red Communion
Commune with blood from one willing creature, corpse, bloodstain, or bloodline relic. Ask up to three questions about lineage, cause of injury, poison, disease, emotional state at bleeding, kinship, or the direction to the nearest living blood relative. Answers arrive as bodily impressions, not full speech.
Blood Price
When you or an ally within range fails a saving throw or takes damage, pay in blood to alter the outcome. You take 3d8 necrotic damage that cannot be reduced, then add 1d8 to the failed save or reduce the target’s damage by 5d8 + your WIS modifier.
Crimson Surge
Drive your body with blood magic. For the duration, your speed increases by 10 ft., you have advantage on STR and CON checks, and once per turn when you deal necrotic damage or take self-sacrifice damage from Sanguinomancy, you gain temporary hit points equal to your WIS modifier.
Sanguinomancy Dominion
Your Sanguinomancy powers ignore necrotic resistance from creatures with blood. You can sense creatures with blood within 30 ft. unless they are behind total cover, and you know whether a visible creature is below half its maximum hit points.
Blood Puppet
Choose one creature with blood within range. The target must make a CON save or be partially controlled by its own blood. On each of your turns for the duration, you may use a bonus action to move the target up to half its speed or force it to make one weapon attack against a creature within its reach. It repeats the save at the end of each turn.
Mass Transfusion
Move vitality between willing creatures with blood within range. Choose any number of willing targets. Each donor may take up to 6d8 necrotic damage that cannot be reduced. Divide twice the total damage taken as healing among other chosen targets.
Blood Mist
Create a 20-ft. radius sphere of red mist centered within range. The area is heavily obscured to enemies. Hostile creatures with blood that start there must make a CON save, taking 6d8 necrotic damage and becoming unable to regain hit points until the start of their next turn on a failed save, or half damage only on a success.
Tether Essence
Choose two creatures with blood within range. Each must make a CON save, with disadvantage if they are within 30 ft. of each other; either can willingly fail. If both fail, they are linked for the duration regardless of distance on the same plane. Whenever one takes damage, the other takes the same damage. Whenever one regains hit points, the other regains the same amount. If either drops to 0 hit points, the effect ends on both.
Exsanguinate
Rip vitality from one creature with blood within range. The target must make a CON save, taking 10d10 necrotic damage on a failed save, or half on a success. If the target fails and is below half its maximum hit points, you may also move it up to 20 ft. and cause one ally within 30 ft. of it to regain hit points equal to your WIS modifier.
Bloodline Curse
Touch fresh blood from a creature and curse that creature’s bloodline connection. The target must make a WIS save if on the same plane. On a failed save, it has disadvantage on saves against your Sanguinomancy powers and cannot hide from your Blood Trail for the duration. Close blood relatives may feel a harmless omen or nosebleed.
Crimson Revival
When a creature with blood within range would drop to 0 hit points, force its blood to keep moving. The target instead drops to 1 hit point and gains temporary hit points equal to 7d8 + your WIS modifier. You take necrotic damage equal to half the temporary hit points gained, which cannot be reduced.
Crimson Avatar
Become a living vessel of blood magic. For the duration, you have resistance to necrotic damage, advantage on CON saves, and your Sanguinomancy powers ignore necrotic resistance from creatures with blood. Once per turn when a creature takes necrotic damage from your Sanguinomancy power, you gain temporary hit points equal to your WIS modifier.
Bloodstorm
A storm of red droplets and vital force fills the emanation. Hostile creatures with blood that start there must make a CON save, taking 8d10 necrotic damage and becoming restrained by their own blood until the start of their next turn on a failed save, or half damage only on a success. Allies in the area have advantage on death saves.
Blood Homunculus
Shape your blood or willing donor blood into a Small crimson homunculus. It can scout, squeeze through 1-inch gaps, deliver touch-range Sanguinomancy powers, and communicate pulse-impressions. If destroyed, you take 4d8 necrotic damage that cannot be reduced.
Crimson Panacea
Transmute blood into a perfect restorative medium. Touch one willing creature with blood. End all poison, disease, bleeding, exhaustion, and necrotic-healing-block effects of Tier 8 or lower on it, then restore 8d10 + your WIS modifier hit points.
Sovereign Blood
Your Sanguinomancy powers ignore necrotic resistance and treat necrotic immunity as resistance for creatures with blood unless they are divine, Artifact-grade, or story-protected. You cannot be unwillingly bled, blood-cursed, blood-tracked, or controlled through your blood by effects below Tier 9.
Total Hemocontrol
Choose one creature with blood within range. The target must make a CON save or become controlled by its own blood for the duration. While affected, it is restrained, cannot take reactions, and on each of your turns you may use a bonus action to make it move up to half its speed or make one weapon attack. It repeats the save at the end of each turn.
River of Blood
Create a 60-ft. long, 20-ft. wide river of blood within range. The area is difficult terrain. Hostile creatures with blood that enter for the first time on a turn or start there must make a STR save, taking 10d10 necrotic damage and being knocked prone and pulled 20 ft. on a failed save, or half damage only on a success.
Bloodline Dominion
Touch a willing creature, fresh blood, or bloodline relic. For the duration, you can sense the direction to living blood relatives of that target within 10 miles, identify bloodline curses or inherited magic, and grant one willing blood relative advantage on saves against disease, poison, necrotic damage, or blood magic.
Archsanguine Form
For the duration, you become an archsanguine vessel. You are immune to necrotic damage, bleeding, mundane disease, and poison in the blood. Your Sanguinomancy powers treat necrotic immunity as resistance for creatures with blood, and once per turn when you deal necrotic damage with Sanguinomancy, regain hit points equal to your WIS modifier.
Heart Stop
Choose one creature with blood within range. The target must make a CON save, taking 20d10 necrotic damage on a failed save, or half on a success. If it fails and is reduced to 100 hit points or fewer, its heart, pulse, or equivalent blood engine stops and it drops to 0 hit points instead.
Blood Moon Rite
Perform a rite that turns the area’s blood into a network of omen and power. For the duration, you know when creatures with blood die, are born, or spill significant blood in the emanation. Once per round, when a hostile creature with blood in the area takes damage, you may deal 6d10 necrotic damage to it or restore 6d10 hit points to a willing creature with blood within 120 ft. of it.
The First Blood
Awaken a mythic blood working tied to a creature, bloodline, battlefield, wound, oath, birth, murder, or sacrifice. Define its principle with the GM: blood that binds a dynasty, blood that refuses death, blood that remembers truth, blood that curses a tyrant, or blood that heals a people. It can be ended only by Tier 10 blood magic, divine intervention, or a story condition set when created.
Characters With This Aspect
Vic Vaurr
Vic Vaurr
Minotaur sanguinomancer and former Stormcall StormCrows player who joins the post-Maine-arrest roster.
Baron
Baron Fangapor
Baron Fangapor was an ancient vampire noble whose influence spread through East Rekhyov long before Centrum tightened its grip on Jericha. A lawful evil strategist and master of sanguinomancy, he used blood as both weapon and inheritance. Alongside Dr. Malevolus Krane, he helped create the Duskborn strain through ritual experimentation, leaving a legacy that outlived his armies. Defeated once by Nora Rabe von Queef and allied heroes, he was finally destroyed by Nora in 2078.
Fervor
Jayk Shadowplay
Firestarter — Nick Kremp was a lawful-hearted infernal wizard of My Alchemical Romance whose warmth, optimism, and public charisma made him the party’s emotional spark as much as its fire mage. His relationships with I.J. and P.B., the surrendered void-crystal scythes, his death, and the unresolved Root Barrel Farm Nick-like figure keep his legacy central because the question is not only whether Nick can return, but whether what returns would still be him.
Shadowplay II
Gerard Shadowplay
Gerard Shadowplay, known as Shadowplay II, is a Whisp elf of Gloomspire whose place in the Shadowplay family is defined by blood, secrecy, and inheritance. Brother to Gerald, father to Jeremiah, and uncle to Jayk, Gerard belongs to a lineage where power passes through both family bonds and dangerous magic. His sanguinomancy marks him as a wielder of blood’s hidden language, able to turn lineage from history into weaponry. Much of his current status remains uncertain, but in the Queefdom’s darker corners, the Shadowplay name is rarely spoken as trivia. It is spoken like a warning.
Widow
Lady Marnette Duskshade
Lady Marnette Duskshade, known as Widow, is a Lawful Evil human noble, potion master, and Abyss power broker from Driftmark exile nobility. Born into an alchemical empire built on patents, assassination, and inheritance, she refined her family legacy into a weapon of high society. Her Witchborn sanguinomancy lets her transmute her own blood into venom, antidote, binding resin, or crystalline tools, each use weakening the body that ambition refuses to spare. Composed, generous when useful, and socially indispensable, Marnette controls outcomes through salons, contracts, and perception. Even at the Masquerade, scandal bent around her rather than breaking her.