Base Class: Sorcerer
As a sorcerer your source of magic power is your vary blood itself. You focus on this fact, some would say, to the point of obsession. Through your obsession you develop you own school of magic. Blood magic.
Spell list
You gain the Following spells for no cost at the following levels:
1st Level - Hunter's Mark Hellish Rebuke Wrathful Smite
2nd Level - Magic Weapon Ray of Enfeeblement Zone of Truth
3rd Level - Bestow Curse Life Transference Vampiric Touch
4th Level - Death Ward Freedom of Movement Staggering Smite
5th Level - Contagion Negative Energy Flood Steel Wind Strike
Vampiric Constitution
After landing a hit against a creature which bleeds, as a bonus action you spend a sorcery point to call out magically to their blood ripping it from their veins adding it to your own vitality. You deal 1d6 Necrotic damage and heal for the damage dealt plus your Con Modifier.
Blood Hound
You gain almost a sixth sense for searching out blood. You gain advantage on wisdom (Perception) checks when trying to find hidden foes. Also if you have a sample of a creatures blood you can accurately track them for up to 7 days.
Tug-of-Gore
As an action, spend to sorcery points and choose a creature that is 60ft or closer. You gain a strangle hold over the blood flowing through their veins and begin to rend it from the flesh. The target must make a constitution saving throw or take 3D8 + your Con modifier force damage and heal a target of your choice for the damage dealt. On a successful save take half damage.
Bloody Denial
After taking Slashing, piercing, slashing, bludgeoning, or necrotic damage you can use your reaction to spend 3 sorcery points to reduce damage taken to 0 and become immune to that damage type until your next turn.
Previous Versions
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10/22/2023 9:47:46 PM
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Coming Soon
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