Base Class: Sorcerer
Blood sorcerers are extraordinarily rare. They only arise when a woman gives birth while under the effects of a powerful spell or curse. Due to this nature they are often viewed by others to be cursed themselves. An opinion that is reinforced by the disturbing nature of their abilities. As a result it is common for blood sorcerers to be hunted/killed or otherwise persecuted by 'civilized' society. The few that survive typically live in secret within town/cities or exists as feared hermits or shamen in the wilds.
Blood sorcerers' magic is inextricably tied to their life essence. They learn early on that spilling their own blood allows them to cast simple spells. In addition they have an intuitive understanding of life and death, which grants them some control over it. Their origin from dark curses grants them the innate ability to cast many different curses making them terrifying foes.
Blood Spells
Your magical blood, grants you access to additional spells. These spells count as sorcerer spells to you.
| Class Level | Spell |
|---|---|
| 1st | inflict wounds |
| 3rd | ray of enfeeblement |
| 5th | revivify |
| 7th | compulsion |
| 9th | raise dead |
| 11th | create undead |
Power of Blood
The magic pulsing in your blood increases your physical resilience. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally you can spill your blood to fuel your magical energy. Instead of expending a spell slot you can cast low levels spells by dealing damage to yourself equal to your level plus an additional cost depending on the spell's level. Spells cast in this way do not require material components.:
| Spell Level | Damage to self |
|---|---|
| 1st | 1d4+level |
| 2nd | 1d6+level |
| 3rd | 1d12+level |
Absorb Blood
At 6th level, you gain the ability to absorb the life essence of creatures that are bleeding before you. Whenever a creature within 30ft of you is reduced to zero hit points by a weapon attack you gain temporary hit points equal to your sorcerer level.
Blood Bond
At 14th level, your blood can bond itself to other willing creatures near by. Whenever you receive damage you can use your reaction to transfer some or all of the damage to another willing creature within 30 ft of you.
Terrifying Presence
Beginning at 18th level, you can channel the dread presence of your blood magic, causing those around you to be terrified. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of fear to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that enters this area or starts its turn there must succeed on a Wisdom saving throw or frightened until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours. If a creature terrified in this way dies you regain hit points equal to your sorcerer level.
Comments