Base Class: Sorcerer
This document presents a new sorcerer sorcerous origin.
This Is Playtest Material
The material here is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not refined by final game design and editing. They aren’t officially part of the game and aren’t permitted in D&D Adventurers League events.
If we decide to make this material official, it will be refined based on your feedback, and then it will appear in an official release.
Sanguine Defense
At 1st level, you can cause a protective magical force to surround you, manifesting as a shimmering red liquid that covers you and your gear. As a reaction, you can take 5, 10, or 15 points of necrotic damage. This damage cannot be resisted or prevented. If you do, you gain twice that number of temporary hit points.
When you use this feature, you can’t cast spells other than cantrips until the end of your next turn.
Fountain of Blood
At 2nd level, your overwhelming attunement into the deep wellspring of magic within yourself allows you to transform unexpended sorcery points into additional defense as a bonus action on your turn. You can only use one of these features per turn.
Pulse of Desire. You can spend 1 sorcery point to gain a bonus to your Initiative equal to your Charisma modifier.
Flow of Crimson. As a reaction, you can spend 1 sorcery point when struck by an attack and you gain a bonus to AC equal to your Charisma modifier until the start of your next turn, including against the triggering attack.
Ancestral Expertise
At 6th level, you gain the ability to draw inspiration and knowledge from some of your ancestors. Choose Intelligence, Wisdom, or Charisma. You gain double your proficiency bonus to those skill checks.
Syphon Spell
At 14th level, you gain the Syphon Spell Metamagic option, which allows you to syphon life energy from your enemies.
Whenever you damage a creature with a spell, you can spend any number of sorcery points to regain 1d4 hit points each point spent.
Miasma of Blood
At 18th level, as an action, you can spend 1 sorcery point to surround yourself with a swirling vampiric mist of shimmering red liquid. This liquid immediately lashes outward in a 10-foot radius of tendrils. This effect lasts for 1 minute. As a bonus action on each of your turns, while this effect is active, you may add a bonus to your damage rolls equal to twice your Charisma modifier. While this effect is active, its area of effect is considered heavily obscured to all except the sorcerer.
Comments