Base Class: Sorcerer
Your innate magic is drawn from Mabar, the Plane of Endless Night. It is not completely certain how some become linked with this plane of negative energy; it is speculated that pregnant women exposed to Mabar manifest zones give birth to children with this blessing, though many consider it a curse. Regardless of the cause, those marked by Mabar have incredible control over the flow of negative energy.
Blood Mages were highly sought after by the Blood of Vol during The Last War due to their natural affinity for large battles; rumors are still whispered in Thrane of well-trained Blood Mages who would single-handedly decimate an entire squad of soldiers.
Mark of Mabar
Your intimate familiarity with negative energy makes you less susceptible to it's effects.
When you take this sub-class at 1st level, you gain resistance to Necrotic damage.
Additionally, you gain the ability to sacrifice some of your life force to the plane of Mabar in exchange to enhanced spellcasting.
Once per turn when casting a spell, you may affect the spell with one of the Metamagic options laid out in the Metamagic section of the Sorcerer Class Feature list. You may select any option from this Class Feature list, even if it is a Metamagic option your character is not usually able to use. Instead of using Sorcery Points to use this Metamagic option, you must reduce your CON score* by an amount equal to the number of Sorcery points normally required to utilize that option. Any loss to CON score due to this feature is reset at the end of a Long Rest.
*If your players are managing their characters in a way that makes it difficult to change CON score on the fly, the DM may change this feature to require the player to reduce their Max HP by an amount equal to Sorcerer Class Level x the number of Sorcery Points normally required to utilize the Metamagic option, resetting Max HP to normal on a Long Rest.
Hemomancy
Beginning at 6th Level, you learn to collect the blood of the fallen to empower your spells.
Whenever a living creature that is Small or larger dies within 60 feet of you, you gain 1 Blood Die, up to a total of 5 Dice. Once per turn when rolling for Spell Damage, you may roll your Blood Dice and add the value rolled to the spell's damage as bonus Necrotic damage. Your Blood Dice begin as d4's and increase at levels according to the Blood Dice Chart, as seen below:
| Level | Blood Dice |
| 6 | d4 |
| 11 | d6 |
| 16 | d8 |
| 20 | d10 |
Blood Dice last for up to 10 minutes, the timer of all Blood Dice being reset to 10 minutes whenever a living creature of Small or larger dies within 60 feet of you.
Life Drinker
Beginning at 14th level, your body is so used to channeling negative energy that you are no longer effected by it; gain immunity to Necrotic damage.
Additionally at 14th level, you may use a Reaction to consume any number of Blood Dice, roll them, and heal for twice the amount rolled + your Charisma Modifier.
Hemomaster
You learn to siphon the blood out of a living creature to empower your spells.
Beginning at level 18, you may use a Bonus Action to target a living creature within 60 feet of you; the creature must make a Constitution Saving Throw, taking Necrotic damage equal to your Sorcerer Class Level or half as much on a successful save. If the creature fails the Saving Throw, you also gain one Blood Die.This feature cannot benefit from any extra damage from existing Blood Dice.
Additionally, you may temporarily store blood as an orb in a free hand, maintaining your Blood Dice until a Short or Long Rest.
Previous Versions
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