Sorcerer
Base Class: Sorcerer

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Way of the Blood Mage

     At 1 level your Spell Casting Ability becomes Constitution and your Hit Dice is now a d10. Instead of using Spell Slots, you now expend a Hit Point Cost to cast spells. Your Flexible Casting feature now recovers Hit Dice instead of Spell Slots as well. You still learn spells based on the Sorcerer Class Chart. Your Current Hit Points must be equal or greater than half of the maximum Hit Point Cost to cast a spell. To cast spells at higher levels, use the Hit Point Cost of the spell slot level you wish to cast at. While maintaining concentration on a spell, you do not have to make concentrations checks when you expend a Hit Point Cost to cast another spell.

 

 

Sanguine Tether

Understanding the intense physical strain Blood Magic, you’ve developed a way to use the life force of your enemies to sustain your own in combat. Starting at 6 level, when you take damage from a successful melee attack by an enemy within 15ft of you, you can use your reaction to attempt to create a magical blood tether with the enemy. The enemy must make a Dexterity saving throw against your spell save DC. On a failed save the target takes half the damage you received from the melee attack and is Tethered until the target is more than 15ft away from you. On a successful save no effect occurs and the target cannot be Tethered again. On your turn you may use an Action to deal 3d10 damage to a Tethered enemy and heal the same amount (4d10 at 14 level, 5d10 at 18 level). You can only have one Tethered enemy at a time.

Hemostasis

Your increasing mastery of Blood Magic has given you better understanding of the relationship between your blood’s connection to magic and allows you to balance its volatile and risky nature. Starting at 14 level, when you cast spells of 6 level or higher you may take half the maximum damage instead of rolling.

Vital Coagulation

Fully attuned to the ways of Blood Magic, your body produces new blood cells at astonishing rates, increasing your ability to heal and recover. Starting at 18 level, when you use the Flexible Casting feature to recover Spell Slot Hit Dice, you heal the maximum. While unconscious all healing administered to you is doubled or if you are stabilized while unconscious you regain 1d10 hit points. Once per day you can also reroll a failed death saving throw.

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