Sorcerer
Base Class: Sorcerer

The churning reality lying just below the skin calls to you, waning and moving like a river. Maybe it was the smell of a fresh cut, the copper in the air; or perhaps it was the metallic taste running across your tongue. Regardless of the when you first felt the call blood had a unique feel to you, a sensation and a power you weren't afraid to tap into. Will you let the call consume you into mindlessness and insanity? Or will you learn to control the feeling forcing the call to answer to your will instead? 

As a Hemamancer Sorcerer you call upon the will of the blood in the air and in the bodies of yourself and those around you. Using it to either rejuvenate allies or the peel away the insides of your foes. Is it a curse you are straddled with? Or perhaps the taste could never be sated, regardless it will never cease its endless pull.

Blood Magic

The call of blood specific spells using its power. It is only obtained by listening closely and learning the secrets the call speaks, though it is slow and cryptic. You learn additional spells when you reach certain levels in this class, as shown on the Blood Magic spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

 

Blood Magic Expanded Spells
SPELL LEVEL SPELLS

1st

Solidification, Create Blood, Hematic Dart

3rd

Hold Person, Corpse Bomb

5th

Vampiric Touch, Gore Spear

7th

Dominate Beast, Blood Tracker

9th

Dominate Person, Sanguine Construct

Ichor's Call

Starting at 1st level you hear the call of blood around you beyond your own. You may use a bonus action to gain blindsight on humanoid or beast creatures within 60 feet of you for 1 hour.

You may use this feature once per long rest. One additional use gained at levels 6, 14, and 18.

An Inside Pain

Starting at 1st level you learn how to twist the insides of your victims just right. When casting a spell that deals Necrotic, Slashing, Or Piercing damage, after the spell hits but before damage is rolled use a free action to apply an additional 2d4 damage of the same type.

This ability can be used once long rest. One additional use and die gained upon reaching 6th, 14th, and 18th level.

Feeding Veins

Blood isn't just for pulling out of the enemy, but can help stave off the hand of death. Starting at 6th level when casting a 1st level or higher spell that deals Necrotic, Piercing or Slashing damage, use a bonus action to heal yourself or any ally within 10 feet of either yourself or the enemy equal to half the damage dealt. It cannot be used on spells that deal damage and heal innately such as Vampiric Touch.

You may also use this feature by dealing any damage to yourself with a weapon, the healing in this instance is equal to the damage received but cannot be used on yourself.

This ability can be used a number of times equal to half of your sorcerer level rounded up per long rest.

Crimson Burn

The call is more than just hearing but instead shaping the ichor. Starting at 14th level use a bonus action to grant yourself resistance to Piercing, Slashing, Bludgeoning, and Necrotic damage for one minute. Any time receiving this type of damage any enemy within melee range is splattered with your blood and it burns with the pain of acid, taking damage equal to the damage taken.

This ability can be used once per long rest.

Bloody Whirl

You can't let all that good blood go to waste. Starting at 18th level you pull on the call to destroy a corpse within 30 feet of you siphoning all fluids from the body and using it to empower your magic. Upon collection regain spell slots equal to one half of the enemy's challenge rating rounded up. The spell slots regained are decided by the caster and multiple can be regained but no more than the creature affords.

Example:  a CR 20 creature can regain a 9th and 1st level slot, or two 3rd level and one 4th level slot.

This ability can be used once per long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes