Base Class: Sorcerer
Your magic stems from your very blood. Maybe you were born with magically charged blood, or someone has taught you to harness this power naturally, or maybe you were born in a family filled with practitioners of blood magic. Whatever the case is, your power flows through your veins, and many people may fear your power. Others may hunt your for it, and others may revere your physical connection to the magical arts.
This is the remaster of this subclass, as over the years I've watched this subclass be used more and more. It makes me so happy to see that this class was such a hit with so many people who play D&D. Allow me to thank you, and present the remastered version. If you want to see the rebalanced version that came after this, searching for the Blood Heir without the 1.0 version will have you find it
Power Through Blood
At 1st Level, You have the ability to cast spells using your blood rather than using spell slots. When you have an open wound of any size, you may sacrifice Hit Points to cast the spell instead of using a spell slot.The amount of Hit Points you sacrifice is equal to your Constitution modifier plus the spell slot's level. If an ally has an open wound, you may take Health Points from them instead of yourself, using the same rules as you would on yourself. When using any of your Sorcerer Origin Features, you must have an open wound unless stated otherwise.
Crimson Flow
At 6th Level, you have become proficient in shaping blood to your will. You may use your blood or blood from another willing creature to create one of the following effects:
- Blood Weapon: As an action, you can create either a one-handed weapon and shield, or a two-handed weapon out of blood. You may add your proficiency to any weapon you form that you are proficient with, and half of your proficiency bonus to any weapon you form that you aren't proficient with. A weapon formed this way is considered magical when overcoming resistances. The Hit Points sacrificed to form anything with this effect is equal to your Sorcerer Level plus half of your Charisma Modifier. Weapon(s) formed with this effect increase to a +1 version of that item at Level 8, +2 at Level 12, and +3 at Level 16. The weapon remains until dispelled. Dispelling the weapon(s) results in healing whoever sacrificed Hit Points to create the weapon(s) equal to half the amount of Hit Points used to form the weapon(s).
- Sanguine Barrier: As an Action, you form a solid barrier of blood within 60ft of you that you can see. This barrier is as hard as solid steel, and has Hit Points equal to the amount of Hit Points sacrificed, plus your Charisma Bonus, plus your Proficiency Bonus. This barrier lasts until dispelled or destroyed. Dispelling the barrier results in healing whoever sacrificed Hit Points to create the barrier equal to half the amount of Hit Points the barrier had left when dispelling it.
- Hardened Resolve: As a bonus action, you cause the blood of your target to harden. The effected creature's natural AC is equal to 13+Your Charisma Modifier. When you use this effect on another creature, the creature must be willing or succeed on a Constitution Saving Throw equal to your Spell Save DC. This effect lasts for 10 minutes, or until you end the effect. Creatures that go under this effect without taking a Long Rest between gain one Level of Exhaustion.
- Crimson Restoration: As an action, you may redirect blood from one creatures open wound to another creature with an open wound. If this transaction is consensual, the amount of Hit Points sacrificed from one player and restored to another is equal to the amount chosen between the two. If the transaction is not consensual, you treat this as a ranged spell attack, and roll the attack using Charisma as your spellcasting ability. If the attack is successful, the creature takes 2d8 necrotic damage, and the creature you are healing regains Hit Points equal to the damage dealt to the creature plus your Proficiency Bonus. This is the only effect listed where the creature does not have to be willing to activate it upon it, following the rules above.
These effects are listed here as examples for some of the more common ways of using this feature that may need a bit more fleshing out to keep balanced. Other effects can be triggered using this feature, consult your DM if you wish to use this feature to create a different effect.
Sanguine Augmentation
At 14th Level, your power with blood can increase your spells lethality. When you cast a spell that has a damage roll, you may sacrifice HP equal to half your Sorcerer level and have it deal its maximum damage. You may instead sacrifice Hit Points equal to your Sorcerer level to have the spell deal its maximum damage, as well as an additional Xd8 necrotic damage, where X equals your Charisma modifier.
Bloodly Puppeteer
Your powers have reached a point to where you can control the blood of others, willing or not. At 18th Level, as an action, you may choose a creature that has blood running through them that you can see within 60ft of you, and have both them and you roll a constitution check. If your constitution check is higher than theirs, They become friendly to you and your allies for an amount of rounds equal to your Constitution modifier. They take their place in Initiative after you, and will follow any command you give it. For each turn they remain under this effect, they can roll a Constitution check, and if the result is higher than your Spell Save DC, the effect ends then. When the effect ends, they regain control of themselves, and no longer have to follow your commands. Their place in Initiative stays after your place in Initiative. Neither you or the target must have an open wound to use this feature. This feature only works on creatures that have blood flowing through them, meaning most undead and constructs are immune to the effects of this feature.
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