Base Class: Sorcerer
Blood magic is often looked down upon; while some mages use blood magic for healing and restoration, many use it for harm and destruction.
Blood Caster
As a blood mage you learn how to cast spells at the cost of your own vitality, not simple from the magic around you. In addition to spell slots, you may draw magic directly from your hit points. You may only create spells slots in this manner up to the level that you have spell slots according to the Sorcerer table (or the Multiclassing table).
You can create a spell slot as a bonus action, by rolling the appropriate blood dice according to the table below. When you create a spell slot, roll the blood dice, and take necrotic damage equivalent to that roll minus your Constitution modifier. This damage ignores resistance and immunity.
Blood Dice
| Spell Slot Level | Blood Dice Cost |
| 1 | 1d6 |
| 2 | 1d8 |
| 3 | 1d10 |
| 4 | 2d6 |
| 5 | 2d8 |
| 6 | 2d10 |
| 7 | 3d6 |
| 8 | 3d8 |
| 9 | 3d10 |
Collagen Control
The act of shaping and manipulating blood as it flows through your body has given you skill at preventing injures and lessening their impacts. 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 learn the spell Armor of Agathys which doesn’t count against your number of sorcerer spells known. You can cast it as a spell directly from blood dice at a level for which you have spell slots.
Shared Sanguine Suffering
At 6th level you gain the ability to drain blood from other creatures to fuel your blood magic. As an action, make a melee spell attack against a creature, or target a willing creature. On a hit, or if target is willing, you use your Blood Caster feature to create a spell slot of a level up to half your Sorcerer level, dealing the blood dice damage to the target. If the target does not have as many hit point as your roll on the damage dice, you take the remainder of the damage and do not gain a spell slot. As a reaction, you may cast immediately use the spell slot to cast the spell Cure Wounds on yourself. Charisma is your spellcasting ability for this spell.
You can use this feature a number of times equal to double your Charisma modifier (a minimum of once). You regain any expended uses when you finish a short rest.
Hemoglobin Highway
At 14th level, you gain the ability to sense and seek out your blood even when it is in another's body. As an action, you may mingle your blood with that of a willing creature. In addition, when you make a melee attack you can spend 2 sorcery points to attempt to forcibly mingle blood with another creature. To do so successfully, you make a Constitution check contested by their Constitution check.
When you have merged blood with someone, you may spend blood dice to cast a spell of the appropriate level on them at any range. The spell must be one that targets a single creature of their type. When you use Shared Sanguine Suffering you may choose someone you have merged blood to take the blood dice damage or target them with Cure Wounds.
You may also spend 5 sorcery points to sense their blood, using their senses for 5 minutes without their knowledge. Blood remains mingled until both you and the target take a long rest.
Hemophilic Healer
Whenever you take damage, you gain half as many temporary hit points, which stack on top of any other temporary hit point you currently have. As a bonus action, you may decrease your temporary hit points (or your hit maximum), and heal any creature in 60 feet for an equivalent amount of hit points.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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10/25/2018 3:42:53 PM
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34
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0
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1
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Coming Soon
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11/24/2018 3:41:39 AM
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225
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2
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2A (Scaling Dice)
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Coming Soon
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