Base Class: Sorcerer
Plagued by the secrets of blood magic, you roam the lands, searching for a way to silence the voices of the past. You gained your powers not through studying or a mystical heritage, but through experiments and rituals performed on you by an ancient cult. Once it was over, you were left deformed and scarred, however, you gained control of the ancient magic within the blood of all creatures.
Art by Aldo Domínguez
Sanguine curse.
| d6 | curse |
|---|---|
| 1 | Your skin is sickly pale and your eyes are tired and dull, as if you are a corpse. |
| 2 | You randomly begin bleeding from your nose, mouth, or eyes from time to time. |
| 3 | Your dreams are plagued with memories of the atrocities committed against you. |
| 4 | You often have trouble remembering your childhood clearly. |
| 5 | You find it difficult to regulate your body temperature. |
| 6 | You have vivid hallucinations if left in the dark for long periods. |
Accursed Blood Type
At 3rd level, you can choose the elemental damage type your blood techniques do. You can change your blood type during a long rest.
Blood of Flame
Your blood features do fire damage.
Blood of Frost
Your blood features do cold damage.
Blood of lightning
Your blood techniques deal lightning damage.
Corrosive Blood
Your blood techniques deal acid damage.
Poison Blood
Your blood techniques deal poison damage.
Orbs of Cursed Blood
At 3rd level, your body begins to excrete blood out of your pours, pooling together to form orbs of blood that float around you in a ring. Each orb is roughly the size of an apple and glows a deep, crimson red. The number of Orbs you can have a time is equal to your proficiency bonus and they recharge after a long rest. Additionally, while wearing no armor or a shield, you gain a base ac of 10+dex+cha. With these orbs, you can expend one to do the following:
Curdled claws: As a bonus action, for 1 minute, your blood orb covers your hands and hardens, giving you fiendish red claws that deal 1d6+your Charisma modifier. By spending two orbs, the damage increases to 1d8 and you gain a bonus to melee attacks equal to half your proficiency modifier, rounded down. The damage type is determined by your choice of blood type.
Blood cast: As a reaction, you can add your Charisma modifier to your ac until the end of your next turn. While you have this extra ac, you also gain temporary hit points equal to 1d6+ your Charisma modifier.
Empowering Blood: Soul: By spending a blood orb, you can empower a spell with your blood. The extra damage you deal is equal to your charisma modifier. The spell needs to deal damage and the extra damage is added to the final total, not per projectile. The extra damage type is determined by your choice of blood type.
All effects end early if you die, are knocked unconscious, or choose to end them early.
Advanced Orbs of Cursed Blood
At 6th level, you gain mastery over your blood orbs through rigorous training, allowing you to perform more complex techniques with them. By expending the orbs, you can now perform new techniques, which are:
Summon Sanguine Weapon: light: As a bonus action, you can take an orb and form a crimson shard that lasts for 1 minute or until thrown/disarmed. It counts as a simple melee weapon with which you are proficient. It deals 1d8 damage on a hit and has the finesse, light, and thrown properties (range 20/60). when thrown, the blade deals an extra 1d8 damage, before dissolving. By spending another orb, you can create another shard or you can add an extra d8 to the damage of the shard, to a maximum of 6d8 damage on a hit.
Ripping Bloodbeam: As an action, you crush one orb of blood in your hands, creating immense pressure. The cursed blood blasts out of your hands in beams of crimson energy that deal 1d10 damage + your Charisma modifier and have a range of 120ft. The amount of projectiles you can blast per orb is equal to your proficiency modifier. This feature counts as a spell attack, thus, it can be affected by meta-magic and the "Empowering Blood: Soul" features.
Empowering Blood: Body: As a bonus action, you consume an orb of cursed blood. Doing so causes your veins to turn crimson and your eyes to glow a deep, devilish red, enhancing your body. For 1 minute, you gain a bonus to strength, dexterity, and constitution saving throws equal to your charisma modifier. Additionally, if you spend two orbs on this feature, you gain a 10ft. bonus to your movement speed and resistance to your "Accursed Blood Type" damage.
Sanguine Sensory
Your body has been harmonized with your accursed blood, making it exceptionally easy to activate. At 14th level, when you roll initiative, you can activate one of your cursed blood techniques. This feature does not work on Ripping Blood Beam or Empowering Blood: Soul. Once you use this feature, you cannot use it again until you finish a long rest.
Sanguine Metamorphosis
You master your mind, body, and soul, giving you complete control of your blood magic. At 18th level, you wrap yourself in a large blood cast as an action, emerging from it empowered. When you take this action, you automatically activate your Blood Cast feature, Curdled Claws feature, Empowering Blood: Body feature, and your Sanguine Weapon: Light feature without spending any cursed blood orbs. Additionally, when you activate or empower a blood feature, roll a d4, on a 4, you do not spend a cursed blood orb. This feature counts as a cursed blood technique. Once you use this feature, you cannot use it again until you have finished a long rest.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Previous Versions
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1/31/2025 2:10:14 AM
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