Sorcerer
Base Class: Sorcerer

Sorcerers are natural wielders of magic who are usually cast out from young. They are usually abused and scorned for their difference and power. This rejection by society teaches the caster to rely only on themselves and their own capability. They are usually shunned as children due to their innate magic, and developed a strong character, but not necessarly a charasimatic one. This sorcerer draws from constitution instead of charisma for the spellcasting. 

Bloody Resources

The blood mage has mastered the abiltiy to draw out more value from their own blood. The mage can now convert health to sorcery points. They loose 3 health per sorcery point created.

Blood Sacrifice

The bloodmage has learnt the forbidden art of stealing life from another. The target must make a CON saving throw against the the mage's spell DC+proficiency. If the target fails the saving throw, the sorcerer rolls 1d6 per level. The target looses that much life and the sorcerer gains that much life. If the action misses, the target is unaffected. On a successful saving throw, the damage and healing are reduced by half. This feature can be used once every short rest. This increases by one at 4th, 8th and 12th level. This ability has a range of 60ft. 

Deadly Power

The blood mage has learnt to draw on their blood and amplify their spells power using it. The mage may choose to spend health points to amplify a spell's damage. The mage looses 4 life and rolls an additional die of the spells damage die and adds their proficiency bonus to the roll.

Blood Wound

The bloodmage has delved deeper in their art and has learnt to bend the blood of others and additional ways to use their own blood at a source to channel power. For any creature that is in a 2 foot radius of blood released from the mage: the blood of all hostile targets in the area boils within their veins, inflicting severe damage. Targets stand twitching, unable to move unless they pass a STR resistance check or have 4d10 damage inflicted on them and, on an unsuccesful saving throw, are unable to move for 12 seconds / two turns. The damage increases by 1d10 at levels 16, 18 and 20. This ability costs 7 scorcery points to use.

Blood Barrage

The bloodmage takes pride in their strength, and in the scars on their arms. At will, the blood mage can open and close these wounds. The bloodmage is able to use their blood to create a red dart at the cost of 1 hp. They can make a number of these equal to the number of hit die they have (max of 20). They may choose to propel each at a target, in which case each dart does 1d4 damage to their target. The mage can do this 4 times every long rest at level 18, then reduces its reset time to a short rest at level 19.

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