Sorcerer
Base Class: Sorcerer

The very essence of your blood has been suffused with magic of life and death. Perhaps you narrowly survived an encounter with a vampire and drew all of the blood that you had lost back into your body, now changed and filled with vampiric magic. Alternatively, you might be a scion of a god of death or murder, inheriting dark and shunned powers to better achieve your goals of destruction. Or maybe you successfully brewed and imbibed an elixir that had not been consumed in millennia, awakening ancient power within every vessel and vein of your body. However you arrived at these powers, you join a dark and exclusive legacy, and inherit a terrible choice. Do you use these powers as a vampire would, striving for power and untouchable might, or do you try your best to help, to protect those around you no matter the cost?

 

Crimson Spells

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Crimson Spells table. Each of these spells counts as a sorcerer spell for you, but it 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 an enchantment or a necromancy spell from the sorcerer, warlock, or wizard spell list.

CRIMSON SPELLS

Sorcerer Level

Spells

1st

False life, inflict wounds, toll the dead

3rd

Blindness/deafness, wither and bloom

5th

Life transference, vampiric touch

7th

Blight, spirit of death

9th

Danse macabre, raise dead

Betrayal of the Beating Heart

At 1st level, you join the rare legacy of blood mages, and can use your newfound gifts to seek out blood around you. As a bonus action, you learn the location of all creatures with blood in a 30-foot radius sphere centered on you. This feature extends through solid walls. You can use this feature a number of times per day equal to your proficiency bonus, and regain all expended uses after completing a long rest.

Phantom Blood

At 6th level, your body and blood are suffused with raw, unfathomable power. Your spells ignore resistance to necrotic damage and treat creatures with immunity to necrotic damage as though they had resistance. In addition, you stop aging. You are immune to any effect that would age you, and you cannot die of old age.

Covenant in Ichor

At 6th level, your harmful, draining magic sustains you and your allies. Once per round, when you cast a spell of first level or higher that deals necrotic damage, you can expend two sorcery points as part of the casting to add your Charisma modifier once to the damage rolled, and can heal either yourself or an ally within 60 feet for a number of hit points equal to the level of the spell plus your sorcerer level.

Streaming Vitae

At 14th level, you can hamper the abilities of your enemies to heal, shutting down veins and arteries to damn your enemies to death. When you cast a spell that deals necrotic damage, you may force the target(s) of the spell to roll a Constitution saving throw against your spell save DC. On a failed save, a target’s maximum hit points are reduced by the necrotic damage taken by the spell until its next long rest. On a successful save, a target’s maximum hit points are not reduced. Once you use this feature, you can't use it again until you finish a long rest.

Vampiric Ascension

Starting at 18th level, you can use a bonus action to take on a vampiric visage, as you gain a blood-red aura, grow fangs, or let necrotic pulses highlight your blood vessels. While in this form, you gain the following benefits.

  • You have a flying speed of 90 feet.
  • As a reaction when you or a creature you can see within 60 feet of you takes damage, you can reduce that damage by a number of points equal to your sorcerer level + your Charisma modifier.
  • Once per turn, when you deal necrotic damage to a creature, you can choose to boil its blood, granting it disadvantage on the first melee, ranged, or spell attack roll it makes before the end of your next turn. 

You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action. Once you use this bonus action, you can't use it again until you finish a long rest, unless you spend 6 sorcery points to use it again.

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