Sorcerer
Base Class: Sorcerer

You have learned that Blood is not only the source for life.. but for magic as well. Whether you died and were brought back to life, or tapped into its potential you now control the magic in your veins. 

How you have earned this ability is up to you, but here is a Table to help.

  • D4
  • 1: You died when you were young, but do to a cleric's kindness you were revived. This experience with death showed you the power of blood and its connection to life.
  • 2: You witnessed a bloody massacre. While you survived your witness to the horrible events drove you crazy and your new obsession with blood showed you blood's potential.
  • 3: You were coached by a sage or another Blood Magus to unlock your blood's potential.
  • 4: Your families blood was cursed, but instead of its intended effects the curse fused with your blood and gave you access to its potential.

Blood Component

The innate magic in your blood grants you access to a number of benefits. You may use your blood as the components for scroll scribing, potion making, or spell components.

When you use this feature you take 1hp per 10gp you would like to subtract from the total. So if a spell needs a 300gp Diamond you could take 30hp damage and satisfy the requirement. You can also do a combination of the two and take 15hp damage and use a 150gp diamond instead.

Additionally the same rule applies when crafting scrolls or potions. For every 1hp you spend, you can ignore 10gp of cost and components.

Scarification

You can spend time scribing spells you know into your skin. This special process creates intricate arcane scars on your body. Spells inscribed on you this way does not deal damage to yourself and acts like a scroll. When you use the scar as a scroll, the scar disappears and leaves no trace of previous scaring. It does not require a component cost as it uses your body.

You may have a number of scars equal to your Sorcerer Level/4 but the total spell level cannot exceed your CON modifier.

Staunch

Your blood prefers to stay within you. If you are downed in combat your blood can magically return inside you and stop the bleeding.

Once per Long Rest you can stabilize yourself if you have been downed.

Durable Caster

Your blood is determined to continue a spell. When you are concentrating on a spell your blood is brimming with magical energy and becomes like an armor.

When concentrating on a spell, you have advantage to CON saves to continue to concentrate. Furthermore, while concentrating on a spell you can reduce up to your CON bonus in non magical damage.

Bloodwalk

At 14th level, a blood magus becomes perfectly attuned to the song of blood. He gains the supernatural ability to transport himself great distances via the blood of living creatures. Once per long rest as an action that does not provoke attacks of opportunity, he can seamlessly enter any living creature (except an elemental, ooze, plant, undead, or other creature without blood or a similar fl uid) whose size equals or exceeds his own and pass any distance to another living creature on the same plane in a single round, regardless of the distance separating the two. A blood magus merely designates a direction and distance (“a living creature twenty miles due west of here”), and the bloodwalk ability transports him to a destination creature as close as possible to the desired location. He can’t specify a named individual as the endpoint unless he has previously obtained a sample of that creature’s blood and has it preserved in a vial that he carries. The entry and destination creatures need not be familiar to the blood magus. A blood magus cannot use himself as an entry creature. If an intended entry creature is unwilling, he must make a successful melee attack to enter. (A missed attack does not use up the ability for that day.) When exiting a creature, a blood magus chooses an adjacent square in which to appear. Entering and exiting a creature is painless unless a blood magus wishes otherwise (see below).

In most cases, though, the destination creature finds being the endpoint of a magical portal surprising and quite unsettling. If he desires, a blood magus can attempt to make a bloody exit from the destination creature. He bursts forth explosively from the creature’s body, dealing 10d6 points of damage unless the creature makes a Con save (Blood Magus Spell Save DC). When he makes a bloody exit, a blood magus must succeed on a DC 15 CON save or be stunned for 1 round from the shock of his expulsion.

Awaken Blood

This feature has two parts. At 18th level, a blood magus can bestow momentary consciousness on an opponent’s blood. If he hits a foe with a melee touch attack, the opponent’s blood tries to get free of its confinement—all at once. The victim makes a CON save vs the BM spell save DC. If they fail, the pressure disrupts the victim’s tissues, dealing 10d10 points of damage. If they succeed, the ability is reflected back at the BM and they take half. This ability is usable only once per long rest, but a blood magus can try to use it again later in the day if his previous attempt failed. The effect is instantaneous. Constructs, elementals, oozes, plants, undead, and any creatures without blood or a similar substance within their bodies are immune to this effect.

Additionally you can awaken the blood within you again. You can expend 10hp for 1 sorcery point up to your sorcery point maximum. This is a passive ability.

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