Sorcerer
Base Class: Sorcerer

Death is the ultimate risk that spellcasters, like all adventurers, must contend with. Some are cut down before they have a chance at true glory; others find true peace only in the afterlife; and others are brought back from death by companions with the powerful magical resources to perform such a miracle. For a rare few such arcanists, this trip to the great beyond and back brings a new enlightenment - a comprehension of the body and its individual parts that transcends the understanding of those who have not experienced death and returned to tell the tale. These newly raised spellcasters say that the first sound they hear upon returning to life is the pulse of life-giving blood in their veins. To these fortunate few, this flow of blood through their veins is sweet music: the sound of life. They can feel it reenergizing every particle of their form, flushing death away and leaving life in its place. It is thick and warm, and they greedily embrace it.

 

Such arcane spellcasters become blood magi: formerly deceased spellcasters who, when returned to life, gain an understanding of their blood's importance, bequeathed by their close call. They learn to evoke magic from this vital fluid that sustains their lives. Blood magi cannot be trained, owing to the unusual nature of their enlightenment, and they are most likely to have first been sorcerers.

Blood magic

A Blood magus has a unique flow of magic within their blood that provides unique effects. When you roll a death saving throw, you can add your charisma to the number rolled. 

Additionally you can draw magic from your blood to cast spells. You have a number of blood points equal to your proficiency bonus. You can use blood points to cast spells. To cast a spell in this way you take an action to spend a number of blood points equal to the level of the spell you wish to cast, dealing a d6 of damage to yourself per point spent. This damage doesn't force concentration saves. When you cast a spell in this way, you do not spend a spell slot but the spell cast must be one that you know. You regain all blood points at the end of a long rest. 

Blood port

At level 6 you gain the ability to use blood as a medium of transportation. When you do so, choose a creature no smaller than small or pool of blood at least 1 inch deep and at least as wide as you are. As an action, You leap into the chosen medium and teleport to any location that you can see or have been as long as there is an exit point present that fulfills these same requirements. Upon exiting, you may choose to deal damage to the creature you are exiting, materializing before you've fully left their body. Doing so costs 3 sorcery points and deals a number of die 6's equal to half your sorcerer level rounded down in bludgeoning damage.

Once you've used this ability You cannot do so again until you've completed a long rest

Blood Draught

When using your blood magic feature, you can instead draw your blood into a vial or similar container. Upon doing so, the chosen spell is stored as a potion that can be drunk and cast as a Bonus action. This potion can be used by whoever drinks the potion. Any potions not used by your next long rest lose their magical effects and become regular blood. Storing spells in this way costs 1 additional blood point.

Iron skin

Upon reaching level 14, Your bloodletting practices have made it easier for you to shrug off pain and power through agony. When you are forced to make a concentration save to maintain a spell or spell like effect, you can add your charisma to the check.

Bloody Siphon

At level 18 you have learned to draw on the blood of all that are near to rejuvenate your magical font. As an action, you force all creatures of your choice within 25 feet of you to make a constitution saving throw as you begin to violently siphon blood from their bodies. Creatures that fail this saving throw take 2d12 points of necrotic damage as their pores are forced open and blood pours outward. Creatures that make the saving throw instead take half damage. You absorb all the blood drawn, healing for half the damage dealt and gaining a sorcery point for every creature that failed their saving throw.

Creatures without blood are immune to this effect. 

Once you've used this ability You cannot do so again until you've completed a long rest. 

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