Sorcerer
Base Class: Sorcerer

(I have an original Blood Magic Origin that was actually the first thing I ever posted on DnDBeyond. After two years of thought and tinkering, I wanted to refine the subclass a bit).

You are fascinated by blood as an element that requires learning and manipulation, just as the other elements of the world. Your studies have allowed you to bend and utilize blood in a variety of ways. Through your bloodbending, you can manipulate both your own blood and the blood of others in matters of combat as well as subterfuge, movement, and other actions necessary.

Bloodletting Arcana

When you choose this subclass at 1st level, you gain the following features:

- You gain proficiency in light armor, shortswords, scimitars, and rapiers.

- Your max HP increases by +1 at first level. Also, at each subsequent level, when you gain additional HP when you level up, increase that total by +1.

- You also learn additional spells when you reach certain levels in this class. Each of these spells count as a Sorcerer spell for you, but doesn't count against the number of Sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a Necromancy or an Abjuration spell from the sorcerer, warlock, or wizard spell list.

1st level: False Life, Cure Wounds

3rd level: Misty Step, Enhance Ability

5th level: Vampiric Touch, Slow

7th level: Death Ward, Blight

9th level: Contagion, Enervation

Bloodbending

You take blood as just another element that requires learning and manipulation. Through bloodbending, you can manipulate both your own blood and the blood of others in matters of combat as well as subterfuge, movement, and other actions necessary. Though these abilities do not need spell slots to use, many of them can use spell slots to increase their power.

Many of these skills also require self-mutilation to use; you may do this as part of using the ability.

The player always has Manipulate Blood available, along with a number of Bloodbending abilities equal to your proficiency bonus + 1 (three at first level, up to seven total). Each level, you can also exchange one bending option for another you have access to. Bloodbending options listed below.

Bloodbending Skills that directly involve other creatures' blood (Siphon Blood, Corrupt Blood, Blood Haze, etc.) do not affect creatures that don't have blood.

1st level Bloodbending Options (always available, and you automatically get Manipulate Blood)

Manipulate Blood: This is essentially a Monk's Elemental Attunement or the Prestidigitation cantrip, but with blood. The player automatically gets this at 1st level. As an action, any blood you find within 30 ft on the ground, spattered on a wall, from a self-inflicted wound, etc., can be made to do simple, harmless tricks and nonsense. Or, perhaps, disguise a crime scene... 

Blood Weapon: Use your own blood to create a weapon to attack your enemies or defend yourself. Weapon options:

  • Blood Blade: As an action, you slit your wrist for 1d6 HP loss, allowing you to summon a blade of blood. The blade counts as a scimitar. The ability lasts for 1 minute or until dispelled. You may use your CHA modifier for your attack and damage rolls with this weapon. The blade deals 1d8 necrotic damage per hit, and you regain 1d4 HP per hit. You may also choose to summon two Blood Blades at once (costing 2d6 HP). If you are wielding two Blood Blades in this fashion, you may use a bonus action to make a second attack on your turn. You may add your CHA modifier to the damage of the second attack. This ability increases in power at 5th, 11th, and 17th level (HP loss increased to 1d8/1d10/1d12, blade damage increases to 2d8/3d8/4d8).
  • Corrupt Weapon: As a bonus action, you slit your wrist for 1d6 HP loss, allowing you to augment a melee weapon with blood-based magical damage. This effect lasts for 1 minute. The blood weapon adds necrotic damage equal to your proficiency modifier to the weapon’s damage rolls on each hit. .
  • Blood Dart:  As an action, you slit your wrist for 1d6 HP loss, summoning a pair of bloody darts you then throw at one or two opponents. Make a ranged weapon attack for each dart; on hit, the dart deals 1d6 + your CHA modifier necrotic damage. This ability increases in power at 5th, 11th, and 17th level (HP loss increased to 1d8/1d10/1d12, dart damage increases to 2d6/3d6/4d6).
  • A Fine Red Mist: As an action, you slit your wrist for 1d6 HP loss and then spray the dripping blood into the eyes of a target creature within 5 feet of you. The creature must make a DEX saving throw against your spellcasting modifier; on a failure, it is Blinded until the start of your next turn.
  • Blood Shield: As a reaction, you slit your wrists for 1d6 HP loss and use your blood to attempt to block an enemy attack. Your AC is increased by +3. This ability increases in power at 5th, 11th, and 17th level (HP loss increased to 1d8/1d10/1d12, AC increased by 4/5/6).

Blood Whip: As an action, you slit your wrist for 1d8 HP loss to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a DEX saving throw based on your spellcasting ability modifier. On a failed save, the creature takes 2d10 necrotic damage, and you can either knock it prone or pull it up to 30 feet closer to you. On a successful save, the creature takes half as much damage, and suffers no other effects. This can be cast from a spell slot, each level of spell slot increases HP loss by +2 and increases damage dealt by 1d10 necrotic. Example: level 5 slot costs 1d8+10 HP to deal 7d10 necrotic damage.

Extra-Sanguinary Perception: By tasting of a creature's blood, you gain advantage on ability checks to track it. You also permanently remember the creature's species, enabling you to help sense when the blood of such a species is nearby. You gain advantage on Perception, Nature, and Survival checks to determine such matters. 

Siphon Blood: As an action, you target a creature within 30 feet of you that has blood, forcing it to make a CON saving throw based on your spellcasting ability modifier. On a failed save, the creature is Stunned until the start of your next turn and you forcefully wrench that creature's blood from their veins, draining them of 1d8 HP. On a successful save, nothing happens. If blood is drained from the target, you may choose to spend 1 Hit Die to restore HP to you equal to the roll + your CON modifier.

Destabilize Corpse: As an action, you target a corpse within 30 feet of you that has blood. It then explodes as the blood within boils and bursts in a messy blast. All creatures within 5 feet of the exploding corpse must make a DEX saving throw based on your spellcasting modifier. On a failed save, a creature takes 2d8 necrotic damage. On a successful save, it takes half damage. You may cast this ability using a spell slot, each spell slot used increases the damage dealt by 1d8. Example: level 5 spell slot would inflict 7d8 necrotic damage.

Bloodbending Ability Options Available Starting 6th Level

Rip and Tear: As an action, you may spend any number of your Hit Die to infect a creature within 60 feet of you and cause its blood to boil out of control, emitting a massive bloody explosion in a 20-foot radius sphere from the target. The original target must make a CON save or take 2d8 necrotic damage for each Hit Die you spend on this ability. It only takes half damage on a successful save. All creatures within the 20-foot radius of the explosion take half of the damage dealt to the original target.

Blood Puppet: As an action, you can target a Small or Medium corpse that has blood within 30 ft of you and manipulate the blood within the body to puppeteer the corpse into working on your behalf. Treat this as if you just cast Animate Dead on the body, but with the following restrictions: you can only reanimate the corpse as a Zombie, and this counts as a Concentration ability for you. You can only maintain Concentration on the Zombie for up to 10 minutes and cannot reanimate the same corpse more than once.

Blood Haze: You may attempt to corrupt a creature's blood to weaken its resolve and defenses. As an action, you slit your wrists for 1d8 HP loss and choose a target creature within 60 feet of you. Your blood enter's the creature's body and brain, forcing it to make an INT save. On a failure, the creature takes 2d10 necrotic damage and has disadvantage on the next saving throw it makes within 1 minute. On a successful save, the target takes half damage. This can be cast using a spell slot to increase its power; for every two levels of spell slot spent, you may increase the number of target creatures by 1. Example: 2nd level slot can target up to two creatures within 60 feet of you, while a 4th level slot can target up to three.

Sanguine Harvest: You take blood from nearby corpses and use it to fuel your power. As an action, you manipulate the blood from all corpses that have blood within 60 feet of you and can use that blood for one of the following abilities. A corpse's blood can only be manipulated once. Options for Use: 1) Invigorate: increase your movement speed by 5 feet per corpse manipulated (lasts until end of your next turn); 2) Barrier: gain 1d6 temporary HP per corpse manipulated (HP lasts for 1 minute or until expended); 3) Blood Wave: send a wave of blood out at all creatures within 30 feet of you. Targets must make DEX save or take 1d10 necrotic damage per corpse manipulated (half damage if save successful). 

Bloodbending Options Available Starting 14th Level

Corrupt Blood: As an action, you wound yourself for 2d6 HP loss and use your blood to infect another being within 30 feet of you. Target must make a WIS save based on your spellcasting ability modifier. On a failed save, target takes 3d8 necrotic damage + 3d8 psychic damage and has disadvantage on their attack rolls, ability checks, and saving throws until the start of your next turn. If succeeds, target only takes the 3d8 psychic damage and suffers no other effects. If the creature's HP is reduced to 0 while infected, its body explodes in a violent blast, dealing 2d10 necrotic damage to all creatures within 5 feet of it.

Reconstitute: Most creatures are mostly water and blood, after all. As an action, at the cost of half your current HP pool, dissolve into a sentient mist of blood. You may only move in this form - no other actions. If airborne, you have a move speed of 60 feet, if in water, a swim speed of 100 feet, or on the ground as a pool, a move speed of 15 feet. Player must specify which form they take – airborne, ground, water; the ground pool may also enter and exit water if needed. While in this form, you have resistance to bludgeoning, slashing, and piercing damage. When reconstituted, you remain at the HP you were upon initially dissolving until healed and have disadvantage on your next roll.

Bloodbending Ability Options Starting 18th Level

Reaper of Souls: You open your wrists, allowing your blood to entangle multiple nearby enemies and forcefully rip the blood from them in order to use it to restore yourself. As an action, slit your wrists for 2d10 HP loss, then target up to five creatures that have blood within 60 feet of you. All of them must make a CON saving throw based on your spellcasting ability modifier. On a failed save, a creature takes 2d10 necrotic damage and is Stunned until the start of your next turn as their blood is ripped away. On a successful save, they only take half damage. Half of the total damage dealt to all targets is restored to you as HP. You may cast this ability using a spell slot, each level of spell slot used increases the number of creatures that can be targeted by 1. Example: spending a level 5 slot allows you to target up to ten creatures with this ability.

Blood Control: You must have a sample of a creature's blood Challenge Rating 3 or lower for this to work. You may control that creature's blood only - if you get blood from Throgg the Ogre, you can only do this to Throgg the Ogre. Target must make WIS save based on your spellcasting modifier, though with disadvantage. If succeeds, nothing happens to the target. If fails, you have complete control of that creature for up to an hour and may order it as if it was a loyal companion to you. At the end of each subsequent turn, the controlled creature re-rolls WIS save, now without disadvantage; a success breaks it free. You take 1d6 psychic damage per turn of control. This may be cast from a spell slot; the level of slot increases the CR allowed by 3, number of all creatures you can do this to by 1, and the damage taken by 1d6 for each creature you are controlling. Example: level 5 slot - you can control up to 6 creatures CR 18 or lower, but take up to 6d6 psychic damage per turn of control based on the number of creatures you actually are controlling.

Sanguinary Sorcery

Starting at 6th level, as a bonus action you may spend your Sorcery Points to restore your HP OR your HP to restore your Sorcery Points. 1 SP spent = 1 HP gained, 1d4 HP spent = 1 SP gained.

You also gain Bloodied Spell: instead of spending 1 Sorcery Point to cast a Metamagic ability, you may spend 1d4 HP instead.

Blood Bolster

Starting at 14th level, when you hit an enemy with Bloodbending ability or a Bloodied Spell, gain 1d4 temporary HP. You cannot gain more than 20 temporary HP at a time with this skill, and all of your gained temporary HP are lost when combat ends.

Blood Corruption Aura

Starting at 18th level, you can temporarily project an aura of corruption that hinders enemies around you. As action, you begin radiating a dark blood-red aura that covers 15 feet around you. The aura lasts 1 minute. Any creature with blood entering the aura or starting their turn in the aura takes 4d6 necrotic damage and has disadvantage on attack rolls and ability checks while inside the aura. Also, any creature inside the aura with blood attempting to regain HP only regains half the HP they were supposed to (rounded up). The other half (rounded down) is regained by you instead.

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