Sorcerer
Base Class: Sorcerer

Whether through teaching or discovery, you have found that your blood holds magical power.
You might have chanced upon a reclusive user of estranged magic, or upon a withering tome with bloodstained pages. 
In either case, 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 Blood

Beginning when you choose this origin at 1st level, the binding of your magic and vigor stretched to which you can push yourself and optimized your recovery. Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Sanguine Equilibrium

Starting at 6th level, you casn transfer some of your bloods healing abilities to restore your natural arcane power.
When you take a short rest, you can expend a number of sorcerer hit dice equal to your Constitution modifier (minimum of 1) and regain a number of Sorcery points up to your maximum equal to the number of hit dice spent this way. 
Once you use this feature, you can't use it again until you finish a long rest. 

Dark One's Hide

At 6th level you gain resistance to necrotic damage, and you have advantage on saving throws against being Charmed or Frightened.

Dread Sphere

At 14th level, you can spend 4 Sorcery points and 4 Sorcerer hit dice to create a Dread Sphere as an action. 
The Dread Sphere is a large red orb that can be thrown up to 120 feet away from you, detonating a 30 foot radius from a point within range. 
Each creature within the 30 foot radius makes a Dexterity saving throw against your spell save DC, taking 8d6 + 4 times your Constitution modifier as necrotic damage on a failed save, or half as much on a successful save. 
Once you have used this feature you can't use it again until you finish a long rest. 

Bloodlord's Possession

At 18th level, you blood is powerful enough to dominate the will of lesser creatures. As an action, you may wound yourself and spend 15 hit points and 3 Sorcery points to cast the Dominate Monster spell; with the exception that when the creature is no longer under your control, it takes 6d6 necrotic damage. 
Once you use this feature you can't use it again until you finish a long rest. 

Comments

Posts Quoted:
Reply
Clear All Quotes