Sorcerer
Base Class: Sorcerer

Arcane Haematic Sorcerers have raw uncontrolled power flowing straight through their veins. Their blood is not blood, but pure, uncorrupted arcane escence, a source of great power that is wildly sought after. This power fuels the sorcerer's magic, enhancing their magical potential more than any other average sorcerer. Arcane Haematic's are very rare, normally being born with their gifts but the reason for their powers is a lost arcane mystery.

Arcane Haematics rarely survive past maturity as their blood is highly volatile due to it's incredible power. Those who survive however struggle to hide as they commonly posses distinguishing traits, such as bleeding lightning, having eyes which are constantly on fire, their hair is permanantly frozen or having glowing veins. Due to this they are regularly outcast and hunted as many fear the potential destructive nature of their power.

Arcane Escence

At 1st level you gain expertise in arcana, and you can speak, read and write primordial.

Arcane Battery

At 1st level you understand how to build up and store your inherent arcane power, for you to manipulate and use.

Overcharge: Whenever you expend two sorcery points or are the singular target of a successful spell, you gain one "Overchage Die" (1d6). The maximum number of Overcharge Dice you can have is equal to double your sorcerer level. When you cast a spell of first level or higher which deals damage, you can add any number of Overcharge Dice to the damage of the spell.

Overload: Whenever you expend any number of Overcharge Dice you must make a Constitution saving throw (DC = 8 + number of overcharge dice expended). On a failed save you take the overcharge dice as damage, rather than adding them on to the damage of the spell cast. When you should gain an overcharge dice, but are already at max, you must also make a constitution saving throw (DC = 8 + number of overcharge dice you posses), on a failed save you take damage equal to the number of overcharge die you have doubled, and any creature within 15ft. of you must make Dexterity saving throw (DC 12) or be knocked prone.

Haematic Flow

At 6th level, your arcane blood flows into one with your innate power.

You can lower your hit point maximum to gain sorcery points. Your hit point maximum resets on a long rest.

Sorcery Points Gained

Maximum Health Lowered By

1

3

2

6

3

9

4

12

5

15

 Once you use this ability, you cannot use it again until you finish a short or long rest.

Sanguine Intransigence

At 14th level, you can use you inherent arcane power to shrug off an attack. As a reaction, when you take damage, you can expend all of your overcharge die, and reduce the damage by the amount rolled.

Once you use this ability you cannot use it again until you finish a long rest.

Empowered Arcanum

Beginning at 18th level your innate power coalesces, increasing your innate strength. You gain the following benefits:

  • Your arcane essence is able to lift you into the sky, levitating you above the ground. You gain a flying speed of 40ft.
  • You body is strengthened by your arcane blood making you immune to force and psychic damage.
  • Your excess power means you build up overcharge much quicker. You now gain overcharge dice from expending just 1 sorcery point rather than 2.

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