Sorcerer
Base Class: Sorcerer

Magic has become ingrained within the very blood (or other life-giving essence) that flows through your body. Whether you or an ancestor had a wound exposed to arcane energy, a connection to vampire hungers, or came in contact with blood from a powerful entity, you've manifested control over your own blood. Further still you've demonstrated an innate connection to the blood of other creatures, granting you temporary control over their actions. 

Sanguine Magic

You learn additional spells when you reach certain levels in this class, as shown on the Sanguine Spells table. Each of these spells counts as a sorcerer spell for you, but they don'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 a necromancy or enchantment spell from the sorcerer, warlock, or wizard spell list.

Sanguine Spells
Sorcerer Level Spells
1st false life, inflict wounds
3rd hold person, ray of enfeeblement
5th animate dead, vampiric touch
7th black tentacles, blight
9th contagion, dominate person

Bloodbound Command

1st-level Sanguine Heart feature

You learn the command spell. It counts as a sorcerer spell for you and doesn't count against your number of spells known.

Whenever you cast command, a creature that has blood does not need to understand your language to be affected by the spell.

Additionally, you can cast command as a bonus action at 1st level without expending a spell slot. You can do so a number of times equal to half your proficiency bonus (rounded down), and regain all expended uses when you finish a long rest.

Reinforced Veins

1st-level Sanguine Heart feature

Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Arcanic Transfusion

6th-level Sanguine Heart feature

You can twist your magic by sacrificing your own vitality. When you cast a spell, you can apply either Empowered Spell or Seeking Spell to it, even if you did not select that Metamagic option.

When you do so, you do not spend sorcery points. Instead, your hit point maximum is reduced by an amount equal to your proficiency bonus plus one third of your sorcerer level (rounded down). If this reduction results in your hit point maximum being lower than your current hit points, your current hit points decrease to match the new maximum.

This reduction lasts until you finish a long rest and cannot be prevented in any way or restored by effects that end one effect reducing your hit points. If your hit point maximum is reduced to 0 this way, your magic drains the last of your life and you die.

Sorcerer Level Hit Point Reduction
6th 5
7th 5
8th 5
9th 7
10th 7
11th 7
12th 8
13th 9
14th 9
15th 10
16th 10
17th 11
18th 12
19th 12
20th 12

 

Coagulant Vitals

6th-level Sanguine Heart feature

Your blood magic hardens you against both death and domination. You gain resistance to necrotic damage and you have advantage on saving throws against being charmed.

Bloodmist Surge

14th-level Sanguine Heart feature

As a bonus action, you dissolve into a cloud of crimson mist that surges outward. You create a 60-foot-long, 5-foot wide line originating from you in a direction you choose. Each creature in the line takes necrotic damage equal to your Charisma modifier. When the surge ends, you reform in any unoccupied space within the affected area and gain temporary hit points equal to your sorcerer level.

You can use this feature once per long rest. You can also spend 2 sorcery points to use it again.

Sanguine Mastery

18th-level Sanguine Heart feature

You awaken the full power of your arcane blood. As an action, you enter a heightened hemomantic state that lasts for 1 minute. While in this state, you gain the following benefits:

  • When you cast a sorcerer spell, you treat the spell as if it were one level higher than the spell slot you expended, to a maximum effective level of 6th.
  • When using your Bloodmist Surge, you can immediately cast a sorcerer spell of 3rd level or lower as part of the same bonus action. The spell can originate from any point of the surge's area and must have a casting time of one action.
  • You ignore resistance to necrotic damage.

Once you use this feature you cannot use it again until you finish a long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes