Base Class: Sorcerer
Your blood has become a powerful conduit of magic, whether the golden Ichor of the celestials, the burning hellfire of the infernals, or the gleaming magic of the fey flows through your veins, your blood is brimming with latent magic waiting to unleash. Blood sorcerers use the magic within themselves and within creatures around them to preform dark rituals or bright miracles. These sorcerers are looked down upon by most magic wielders for their unsavory practices, however, while some do turn down a dark path, many others are healers and medics. A primary feature of blood sorcerers is their blood curses, inflicting harm upon themselves to curse others in dark rituals.
These sorcerers have three paths. If it is infernal blood flowing through them, the sorcerer can use that hellfire to imbue their attacks with dark magic. If fey blood flows in their veins, their magic takes on the mystic control fey have over mortals. Likewise, if celestial blood has imbued in them, their magic gives a healing glow to revitalize others. All blood sorcerers sacrifice their own health and life to enhance their power, spilling their blood to spill the blood of others.
Level 3: Sanguinary Spells
3rd-level Blood Sorcery feature
You learn additional spells when you reach certain levels in this class, as shown on the Sanguinary 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.
| Sorcerer Level | Spells |
|---|---|
| 3 | command, inflict wounds, spare the dying, hold person, ray of enfeeblement |
| 5 | vampiric touch, revivify |
| 7 | blight, dominate beast |
| 9 | hold monster, dominate person |
Level 3: Blood of the Fates
3rd-level Blood Sorcery feature
As a bonus action you can sacrifice health equal to your level to either give yourself advantage on your next roll of any kind, or give an enemy within 60ft disadvantage on their next roll of any kind. There is no saving throw against this, you can't use this feature if you are unconscious or otherwise incapacitated as you must be able to cut yourself.
Level 3: Blood Curse
3rd-level Blood Sorcery feature
You cut into yourself, dealing 1d4 times your level damage. You choose an enemy you can see within 60ft to apply a blood curse to, while cursed, you always know where the enemy is as long as they are on the same plane of existence. You have advantage on attacks against them and they have disadvantage on attacks towards you. In addition they gain one point of exhaustion every day they remain cursed. The curse lasts 5 days or unless dispelled, or until you use this feature again.
Level 6: Sanguine Path
6th-level Blood Sorcery feature
You choose a path to enhance your manipulation of blood. Does your blood take on the control of the Feywild as a Feyblood Puppeteer, the infernal power of the 9 Hells as a Bloodlust Wraith, or the healing light of the Celestials as a Lifeblood Adept.
Bloodlust Wraith
Your blood burns with the infernal might of the Hells, that burning fury empowering you.
The corruption within your blood dims your life, death becoming a tool rather than an enemy, as such you gain resistance to necrotic damage. You can't kill what is already dead.
You gain proficiency in martial weapons as you specialize in melee combat, you use your charisma score instead of strength or dexterity for weapon attacks.
The hellfire burning through your veins empowers your demonic connection to magic. Provided you aren't incapacitated, using your reaction you can bite into yourself, dealing 1d4 damage. When you do this, the next time you do damage on that turn, you unleash hellfire upon your foes, dealing an additional 1d4 fire damage and 1d4 necrotic damage. This damage is automatically applied if the opponent is inflicted with your blood curse. The damage both dealt on the opponents and to you increase from a d4 at level 6 to a d8 at level 12 and a d12 at level 18.
Feyblood Puppeteer
Your blood takes on the gleam of the Feywild, the mind warping control of the fey becoming a simple tool for you.
As your blood takes on the power of the Feywild, your defenses heighten to better protect you from fey magic against you. You gain resistance to psychic damage, as well you have advantage on saving throws against being charmed or frightened.
Your control over others manifest through your direct manipulation of the actions of others. You can expend one sorcery point to cast command, when you cast it in this way it doesn't require verbal components as the command is being puppeteered through their blood. In addition when it is cast in this way, the command is limited to up to two words instead of the usual one. This command has no effect over bloodless creatures.
Lifeblood Adept
Your blood takes on the healing light of the Celestials, their golden Ichor flowing through you.
You gain resistance to their radiant light.
You can spill your own blood to reinvigorate your allies, you can sacrifice up to 4 times your health once per long rest, healing others by twice that much.
You also learn cure wounds, you always have this spell prepared.
Level 14: Curse of the Fallen
14th-level Blood Sorcery feature
When an enemy inflicted with your blood curse dies it empowers you.
The fallen enemy's blood pools together and rises into a monstrous Bloodborn. This Bloodborn uses the banshee stat block. Out of combat the Bloodborn will follow you, in combat you can use a bonus action to give it specific commands that it will attempt to the best of its ability. If you do not command it, it will attack the nearest hostile thing it can reach.
In addition, you also gain temporary health equal to twice your level upon the cursed enemy's death.
Level 18: Mastered Path of Blood
18th-level Blood Sorcery feature
Your connection to your blood's power has improved, granting you mastery over the powers your blood has to offer.
Mastered Bloodlust Wraith
As your connection to your blood has heightened, you have gained mastery over the powers of the infernal. Their dark power and unnatural forms have warped your blood, the hellfire in your blood has left your veins charred, blood instead seeping out of you through your eyes. You become semi-incorporeal, meaning you can move through solid objects that are 5ft. or thinner, anything thicker than that and you treat it as normal. From your incorporeal power, you gain resistance to non-magical bludgeoning, piercing, and slashing damage. You also no longer need to eat, drink, or breathe, you gain +6 to intimidation and have advantage on intimidation checks.
Your creature type becomes undead as the infernal nature of your blood has left you charred and barren inside, this affects any spells, items or other such things that require a specific creature type.
You can call on the infernal power scorching you from inside and turn it outwards upon your enemies, tearing yourself apart to unleash the full might of the 9-hells with your undying hellfire. As a bonus action you grab your head and snap your own neck, you become impervious to all damage and immune to being restrained in any way for the next minute. During that duration, you deal an additional d10 necrotic damage to all melee weapon attacks, anyone within 5ft. of you of your choice takes 1d12 fire and 1d12 necrotic damage as the hellfire lashes out at them, the blood seeping out of your eyes intensifies as the charred, burning blood coats your entire body. If you spend a turn while in this form without dealing damage, the undying hellfire ends. When the undying hellfire ends, either due to the minute running out or if you fail to deal damage in a turn, your health immediately drops to 0 and you are downed. You can only use your undying hellfire once per long rest unless you spend 8 sorcery points to cast it again.
Mastered Feyblood Puppeteer
As your connection to your blood has heightened, you have gained mastery over the powers of the fey. Their tricks of deception are no longer a threat to you as you have become immune to being charmed. You have also gained their powers, you don't need to sleep and magic cannot put you to sleep. You have gained their silver tongue, you gain advantage on all charisma-based ability checks (persuasion, deception, intimidation, and performance).
Your creature type becomes fey as your blood has fully took on the magic of the Feywild, this affects any spells, items or other such things that require a specific creature type.
Your abilities to control the blood of others has increased as well. Using your fey magic intertwined with your control of blood, you can begin to concentrate on a bloodsong, you roll charisma check, anyone you choose within 30ft who hears it must make a wisdom check to meet or beat your charisma roll, if they roll below your roll, they are charmed by you for the next minute or until you lose concentration. While charmed, they are yours to control, they will do whatever you command. In addition, they take 2d8 psychic and 2d8 necrotic damage per turn as their blood is pulled around inside them while their minds are being broken. As your song rips through the air, your eyes turn pitch black as you become a melody of fey control, your defenses are increased, you gain a +2 to your armor class, you cannot move while concentrating of a bloodsong but you do levitate slightly above the ground. You can only use a bloodsong once per long rest unless you spend 8 sorcery points to cast it again.
Mastered Lifeblood Adept
As your connection to your blood has heightened, you have gained mastery over the powers of the celestials. Their resilience and good health becomes known to you, you gain +2 to your wisdom and constitution scores, you have resistance to poison damage, and you gain an immunity to the poisoned condition as well as all illness.
Your creature type becomes celestial as your blood has fully become the Ichor of gods, this affects any spells, items or other such things that require a specific creature type.
Your connection to the celestials is apparent in your powers over the blood of your allies and enemies through your sanguine radiance. As an action you can call upon the light of heaven, you levitate 30ft. into the air and begin to glow as bright as the sun, shining bright light for 60ft., any creatures with an evil alignment within range are blinded for the next day immediately. Your allies within range are revitalized, gaining the effects of a long rest, you do not gain this benefit. The blood in all of your enemies begins to boil with radiance, each enemy within range must make a DC 18 constitution saving throw, they take 80 radiant damage on a failure and half as much on a success. All creatures within range with an infernal creature type are immediately banished to the 9-hells for the next minute. You can only use your sanguine radiance once per long rest unless you spend 8 sorcery points to cast it again.
Comments