Base Class: Sorcerer
Blood is the lifeforce of all living animals, and it holds incredible untapped power. You have learned to tap that power, using the magical potency of blood to reinforce your own body and manipulate the bodies of others.
Blood Magic
Starting at 1st level, your focus on blood magic grants you knowledge and training in different arts. You learn additional spells when you reach certain levels in this class, as shown in the Blood Magic Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spell you know. These spells can’t be replaced when you gain a level in this class.
Blood Magic Spells
|
Sorcerer Level |
Spells |
|
1st |
Detect Poison and Disease, Inflict Wounds |
|
3rd |
Enhance Ability, Hold Person |
|
5th |
Animate Dead, Vampiric Touch |
|
7th |
Compulsion, Aura of Purity |
|
9th |
Enervation, Hold Monster |
Hemomancy
Starting at 1st level, whenever you cast a spell of 1st level or higher, you can channel the magic within your blood to empower it. When you do so, expend a hit die and choose one of the following options:
- If the spell deals damage, roll the expended hit die and deal additional necrotic damage equal to your Charisma modifier against a number of creatures up to the number rolled.
- If the spell requires a saving throw, roll the expended hit die and impose disadvantage on the initial saving throw of a number of creatures up to the number rolled.
- If the spell has an attack roll, roll the expended hit die and gain a bonus to one attack roll you make as part of casting that spell equal to the number rolled. In addition, the attack roll ignores half-cover and three-quarters cover.
- If the spell has a range of 5 feet or greater, expend one hit die and increase the range by a number of feet equal to 5 times the number rolled.
When you reach 6th level, whenever you expend a hit die to use one of these features, you can roll a d8 instead of a d6. The die you can roll becomes a d10 at 11th level, and a d12 at 17th level.
Crimson Fortitude
At 6th level, the magic that flows through your veins empowers you. You gain resistance to poison and necrotic damage, and you have advantage on saving throws against becoming poisoned or diseased. In addition, when you take a short rest, you can expend hit dice to regain one sorcery point for each hit die you expend. Finally, when you regain hit dice at the end of a long rest, you regain one additional hit die.
Blood Guidance
Also at 6th level, you start to understand the basic concepts behind manipulating another creature’s blood.
Whenever a creature you can see within 30 feet of you makes a Strength, Dexterity or Constitution ability check, attack roll, or saving throw, you can use your reaction and spend one sorcery point to attempt to guide that creature to a more or less advantageous position, giving it either a bonus or penalty to that check equal to your Charisma modifier. If the creature is unwilling, it must succeed on a Strength or Constitution saving throw (its choice) against your spell save DC to ignore this effect.
Alternatively, whenever a creature moves or attempts to jump, you can use your reaction to try to speed it up or slow it down by moving its blood in the direction you want it. If the creature is willing, its speed increases by 10 feet, and it can jump 10 feet further than normal without using additional movement, for the rest of the turn. If the creature is unwilling, it must make a Strength or Constitution saving throw (its choice) against your spell save DC or have its speed and jump distance decreased by 5 feet for the rest of the turn.
Blood Puppetry
At 14th level, you master the art of hemokinesis. As an action, you can attempt to gain control of another creature, as long as it has blood. They must make a Constitution saving throw against your spell save DC. If the creature’s size is smaller than yours, it has disadvantage on the saving throw; if it is larger, it has advantage on the saving throw.
On a failed save, they become a blood puppet until released. While you are controlling a blood puppet, you must concentrate on it as if you were concentrating on a spell. While under your control, you can use your action to move the creature up to 30 feet in one direction and make one melee attack. If you move the creature into a wall, it must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage for each space it moved. You can also force the creature to use its reaction, but you must use your reaction to do so. While controlled, the creature must make a Strength saving throw against your spell save DC at the start of each of its turns. On a successful save, it can take its turn as normal. On a failed save, the creature is incapacitated and has a speed of 0 until the end of its turn. Your control on a creature breaks if you are further than 60 feet from it any time.
When you reach 18th level, you count as one size larger for the purpose of determining whether a creature has advantage or disadvantage on the saving throw against this feature.
Fortress of Crimson
At 18th level, the magic within your blood becomes nigh impenetrable. You become immune to necrotic damage, poison damage, and the diseased and poisoned conditions. In addition, when you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Previous Versions
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7/27/2021 8:05:57 PM
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3
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7
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Coming Soon
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