Base Class: Sorcerer
Whether through teaching or discovery, you have found that your blood- or more accurately, the spilling of it- holds magical power. You might have chanced upon a reclusive user of this estranged magic, or upon a withering tome with bloodstained pages, or maybe you discovered it entirely by accident. Regardless of the source of the power and your discovery of it, the power of your blood has been made apparent. By tapping into this resource, you are able to bring your will to bear upon reality. Sorcerers of this origin may not be held in high regard due to the somewhat gruesome nature of their abilities, but their power is undeniable.
Body and Spirit
Beginning when you choose this origin at 1st level, the binding of your magic and vigor has stretched the limits to which you can push yourself and has optimized your recovery.
Your hit point maximum increases by 1 and increases by 1 again each time you take a level in this class.
In addition, when you receive healing, you or the caster of the spell may re-roll 1s and 2s on the dice used to heal you. You must take the second result.
Blood Offering
At 1st level, the blood in your veins contains all the power you need to focus your arcane energies. When you cast a spell, you may use a bonus action to inflict damage on yourself equal to the spell level times 2. Doing so grants you advantage on the attack (or the enemies disadvantage on their saving throw) and enemies hit by the spell are treated as vulnerable to the damage. If you do not have enough hit points to cast the spell in this way, you may choose to do so anyway, then immediately fall unconscious, but stable.
Mana-blooded
Starting at 6th level, you can regain sorcery points using your own blood. You can use a bonus action to deal damage to yourself, dealing 4 points of damage for each 1 sorcery point you want to regain.
Ritualist
Starting at 14th level, you need only a small fragment of a person to be able to sense their life force. As long as you have a vial of the target’s blood, you can cast single- target spells targeting that creature with no range restriction, though you do still expend any other necessary materials and spell slots. Damaging spells cast in this way must have a path of travel to reach the creature, the size of which is determined by your DM. Upon casting a spell this way, the blood is rendered inert.
Bound by Blood
Starting at 18th level, you can suppress another creature’s life force. You can use an action to deal damage equal to a quarter of your maximum health to yourself and inflict a living creature that you can see within 60 feet with a blood-curse. The sight limitation and range are nullified if you have a vial of their blood. The creature must succeed on a Constitution saving throw or suffer a number of levels of exhaustion equal to your Charisma modifier minus their Constitution modifier (minimum of one), and automatically lose concentration on any spells.
On a successful save, the target creature suffers no ill effects, but you gain a sample of their blood. This feature does not work on creatures that do not have blood (or some sort of blood-like substance).
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Posted Mar 31, 2021Blood offering keeping you stable seems to strong if you have a cleric so you can keep doing it without consequences and removes the risk. I don't think bound by blood should give you a blood sample on a success and should only inflict one exhaustion level and be once per long rest. This prevents a two use kill on a low Constitution creature and removes the ability to spam it on an escaping creature until it succeeds, once again using the cleric to use it more than four times.
Hope this helps, this is just a suggestion and there may be problems with it so keep that in mind.