Base Class: Sorcerer
Blood Magic is an ancient form of magic first practiced by mortals in the Primeval Era; most often by those instructed by sleeping Eldritch entities and nature spirits. Often regarded as a destructive and entropic form of magic, those that undertake blood magic are marked by a vengeful spirit, an Eldritch creature, or even an Archdemon. While Blood Magic can be studied, it cannot be learned; acquiring the means of Blood Magic requires the Sorcerer to mark their very souls.
During the Great War of Serevont, when the Elves and other races that stood against the Circle of Seven Kings began to falter against their firearms, some began to undertake the practice of Blood Magic; utilizing their own vitality to empower their spells. While the secrets of Blood Magic have largely been forgotten in the Era following the Primeval, some fragments remain in the far corners of Lairia and beyond. Some, such as the Koleni Barbarians as well as the Sallow Assembly, perform rituals to imbue their followers with this potent- and volatile- magic. Controlling such magic requires a strong sense of will and personality as to keep such forces at bay and drawing upon them when needed.
Blood Mages evoke a horrid dance with the forces of life and death, and practice with daggers and shortswords in addition to their spells and are often regarded as potent spellblades.
Invoke Blood Magic
Starting at first level, as an action, you invoke your blood magic- allowing you to manipulate the life force of yourself and others in order to empower your spells. For the next 10 minutes, unless you are incapacitated, when you reduce a hostile creature to zero hit points with a sorcerer spell or melee weapon attack with a dagger or shortsword you regain hit points equal to your Sorcerer Level + your Constitution modifier. Additionally, you can use a dagger or shortsword as your spellcasting focus. While you are invoking your Blood Magic, the amount of hit points you regain from all other sources are halved, except when you regain hit points from your sorcerer spells and sublcass features, applicable racial features, or regain hit points from resting.
Ending your Blood Magic invocation requires a bonus action. You can invoke your blood magic a number of times equal to 1 + your Constitution modifier per long rest.
Essence Infusion
Starting at 1st level, when you make a ranged spell attack while Invoking your Blood Magic, you optionally choose to extract your life essence and infuse it with your spell to deal additional damage to one creature you would hit. Roll 1d8 + your Charisma modifier and add the amount to your damage roll. You take take half of the damage of the roll. You can infuse your spells a number of times equal to 5 + your Constitution modifier per short rest.
At level 18, you can optionally choose to roll a d12 instead of a d8.
Inner Potency
Starting a level 6, once per short rest when an enemy fails a saving throw by 5 or more or rolls a natural one against one of your sorcerer spells or subclass features while you are invoking your blood magic, you can choose either for them to take one level of exhaustion (maximum of three levels) or grant you advantage on your next ability check or ranged spell attack roll until the end of your next turn.
Furthermore, you also learn the spell vampiric touch without counting against your total number of spells known.
Coagulated Blood
At level 14, you have acquired a deeper understanding on how to manipulate the life force of yourself and others- allowing you to warp a target's life energy to shield you from harm. When you roll a critical hit with a melee weapon attack or sorcerer spell that requires an attack roll while invoking your blood magic, you gain Temporary Hit Points equal to 1d4 + your Charisma Modifier. Furthermore, you deal critical damage with shortswords and daggers on a roll of a 19 or 20.
At level 18, you gain Temporary Hit points equal to 2d4 + your Charisma modifier.
Unholy Rite
At level 18, once per long rest, you attempt to exert control over a creature within 90 feet that you can see. The target must succeed on a Wisdom saving throw or be charmed by you for 10 minutes. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. Creatures that do not have blood, such as constructs, elementals, and undead automatically succeed on the saving throw. While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the target while you are conscious as an action, which it does its best to obey. The creature takes only the actions you allow, and doesn't do anything that you don't allow it to do. While the target is charmed, you can also cause the target to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the spell. Ending the effect on itself on a success.
If the target succeeds on the initial saving throw, you take 10d12 psychic damage, and the target takes half of the amount rolled.
Previous Versions
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3/16/2021 9:00:27 PM
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