Sorcerer
Base Class: Sorcerer

Sorcerers of this bloodline have the ability to cast spells expending hp instead of spell slots or spell points. The blood heightens the bodies natural response time and heals wounds in an unnatural manner. They also have special spells called (blood spells) that can only be cast with hp with devastating effects. Be wary though, using blood magic is exhausting and dangerous to the user and may just end up killing the caster. 

Hightened Pulse

At 1st level while you are not wearing armor your armor class is 13 + Dexterity. You gain an additional hit point per level taken in this class.

Blood Magic

At 1st level you you can use hit points to fuel magic and cast forbidden spells. You can only cast spells of the level you already know and you can not exceed your maximum hit points in hp spent in a day. So if you have 10 hp and you have already cast 10 hp worth of spells in that day, you can not cast any spells with this feature. You can only cast spells of 1st-5th level with this ability, although there are certain blood magic spells higher than 5th level that use this chart.

  • 1st level: 4hp
  • 2nd level: 6hp
  • 3rd level: 10hp
  • 4th level: 12hp
  • 5th level: 14hp
  • 6th level: 18hp
  • 7th level: 20hp
  • 8th level: 22hp
  • 9th level: 26hp

When you expend half your hp in a day (rounded down) with blood magic you gain a 1 level of exhaustion. When you expend hp within the maximum hp range you gain another level of exhaustion. The range is the highest spell slot you can cast, in hit point, compared to your maximum. So if you have a 100 hp and you can cast 6th level spells (18hp), your maximum hp range is 82. 

Sanguine Regeneration.

On your turn you can use your bonus action to expend a sorcery point to roll hit dice, up to equal to your charisma modifier. (Die + CON), per each hit dice spent, such as on a short rest. When you use your hit dice this way it is expended such as on a short rest. When you use this feature you can reattach body parts and regenerate minor appendages such as; eye, fingers, ears, tip of a tail, skin. When you use this feature and you are missing a limb such as a; leg, arm, tail,& wing (and the missing limb is not within 10 feet of you) the area heals over as a nub. 

Health of blood lords

Your perseverance through the hardships of the blood mage has strengthened your will, and in turn has rended mortal problems trivial. You gain immunity to poison and disease, aswell as you gain 14 hp and gain an additional 1 hp per level taken in this class. At the end of a long rest you regain all expended hit dice. 

Gilded blood

You ignore the none gold cost in all spell you cast, aswell you can expend hp to cover the gold cost of a spell. 1 hp is worth (100gp), hp expended this way counts toward your blood magic limit. 

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