Base Class: Sorcerer
They say that magic flows through the veins of a sorcerer, as is the precursor for their innate magical abilities. With those who are inflicted with blood magic, this truer than it is for any other as the innate magical property that flows through them is derived from and directly uses their blood. Being that their abilities stem from taking damage, they are able to take it better than most spellcasters and choose to train themselves in it so that they can better rely on their abilities, at times even damaging themselves to draw out their inner ability. That is not to say that all enjoy the pain, although some most certainly do, but they do find purpose and focus within it.
Magical Wounds
Starting at 1st level, every time you suffer damage when hit with an attack or fail a saving throw, a wound will form. You can then use your reaction to cause a number of small shields made of blood to form around you equal to the number of wounds you currently have. You gain an additional wound for every 10 points of damage after the first while from a single source of damage. (2 at 11, 3 at 22, and so forth). For each shield you create, you take one point of damage. Each of these shields grant you a +1 to your AC and and a plus +2 to all Dexterity, Strength, and Constitution, saving throws. You take one point of damage for every wound you currently have at the start of your turn. When damaged after already being wounded you may use your reaction to instead lose a number of shields and reduce the incoming damage by a number equal to your constitution modifier for every shield lost in this way. You can have a number of these shields active at one time equal to half your sorcerer level. If you create an additional shield past this number, the first one you made collapses into a small pool of blood at your feet.
On your turn you can use a bonus action on your turn to close all of your wounds and you lose all wounds if you are affected by any healing with the total number of HP regained reduced by the number of wounds closed in this way.
Innate Resiliance
Due to the fact that your sorcerous abilities kick in when you are wounded which you have begun to rely in order to survive, you are able to handle taking damage better than most arcane casters. Starting at 1st level you gain advantage on constitution saving throws for the purposes of maintaining concentration on spells.
Blood Purification
Starting at 6th level, while wounded, your blood can target sources of damage outside your body to neutralize them while also ejecting sources of damage from your body. If you have a wound at the start of your turn you can use your bonus action and a sorcery point to end the effect of one source of ongoing damage you are currently being subjected to.
Adaptable Blood Works
Through greater focus and control, the extent to which you can manipulate your innate abilities has grown to not only help you defend but also hinder your opponents when you target them. At 6th level, while you have bloods shields readied around you, you may use them to aid in the success of your spells when targeting an enemy creature and turning them into shackles which inhibit their ability to avoid your spells effects. When casting a spell, you may spend any number of sorcery points and use an equal number of your shields to increase your Spell Attack modifier or Spell Save DC +1 for every shield used in this way. You can also use this ability as a reaction to grant the same benefit to an ally if the target of their attack or spell is within 30ft of you.
The benefit to your AC and saving throws is reduced proportionately to the number of shields used in this way until the start of your next turn.
Caustic Ichor
Your blood now actively wants to defend you by punishing those that have spilled it by causing damage to you. At 14th level when you suffer damage as a result of an enemies attack roll and you create a wound and create a shield, you can spend a sorcery point as a reaction to add +2 acid damage to the total you receive. If you do so you may direct a splatter of your own blood onto a creature within 5 feet of you dealing acid damage to them equal to half your sorcerer level plus your CON modifier. You may repeat this a number of times equal to your CON modifier, reducing the damage dealt by one each time.
Sanguine Duplicity
At 18th level, when you create a wound as a reaction, you can expend 2 sorcery points to create a copy of yourself made of blood that looks just like you, has your stats, and has a total starting HP equal to half the damage taken.
You can use your bonus action force the copy to move up to your movement speed away from you and you can cast spells or take actions from the copy’s location. If at any point you and a duplication are more than 200 feet from one another, the duplicity melts into a puddle of blood. If you should drop to zero hit points while this copy is within range of you, your consciousness transfers to one of these duplications during your next turn and your main body becomes a puddle of blood. You can create up to three of these copies and if you use your bonus action to invoke a copy to move you can cause all of them to move in directions you desire.
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