Blood Manipulation (Subclass) Image

Blood Manipulation


 

3rd-Level Feature: Reserve of Blood

You use your own blood with your technique. In order to use your subclass feature, blood charges will be required. 

You have the following amount of blood charges : Your Curse Sorcerer Level + Constitution Modifier + Proficiency Bonus.

When you have no more blood charges, you can still use your Subclass features, but you will get one exhaustion level per Blood Charges. 

You get 1d6 + Constitution Modifier Blood Charges per short rest. All your Blood Charges are available after a long rest.

3rd-Level Feature: Disease Vector

A disease running through your blood can be passed to anyone.

If you are poisoned and hit an enemy with a Subclass feature, the target must succeed on a Constitution saving throw against your spell save DC.

• On a success, the creature suffers no effect.
• On a failure: The creature is poisoned for 5 turns.

3rd-Level Feature: Flowing Red Scale

Starting from 3rd level, you gain the ability to use your blood to enhance your body to take the following bonus action : 

(nothing below requires concentration)

--- Basic Flow : 

(1 Blood charge)

Activating this allows you to gain the following effects for 2 turns:

- You have +10ft. to your speed.

- You have advantage on your saving throws.

--- Flowing Red Scale : Stack : 

(4 Blood Charges)

Activating this allows you to gain the following effects for 3 turns:

- You have +30ft. to your speed.

- You have advantage on your saving throws and attack rolls.

- You can attack one more time when you take the Attack action.

3rd-Level Feature: Blood Edge 

(1 Blood Charge)

You can use your reaction to strike an enemy attacking you with a melee attack using a blood dagger. 

You will still take the damage of the enemy attack.

The target will take 1d10 + Constitution modifier slashing damage.

Add 1d10 to the damage at level 7, 13, 15 and 18.


7th-Level Feature: Coagulation

You can solidify the blood you manipulate to use the following features : 

--- Crimson Binding : 

(3 Blood charges)

As an action, you are able to shape your blood into a net that will restrain your enemies within a 60.ft range in a 10.ft radius.

 The target(s) must succeed on a Dexterity saving throw against your spell save DC.

• On a success, the creature suffers half the damage.
• On a failure: The creature is restrained for 3 turns and takes 2d12 slashing damage.

Add 1d12 to the damage at level 13, 15 and 18.

--- Blood Meteorite : 

(1 Blood Charge)

As an action, you are able to solidify a small amount of blood in a rock shape and fire it at a target, the target must succeed on a Dexterity saving throw against your spell save DC.

• On a success, the creature suffers no effects.
• On a failure: The creature takes 3d8 piercing damage.

Add 1d8 to the damage at level 13, 15 and 18.

--- Blood Armor : 

(2 Blood charges)

As a reaction, when a creature makes an attack against you, are able to protect yourself with solidified blood for until the end of your next turn. This feature doesn't require concentration. While under Blood Armor, you will have the following bonuses :

- A +1 + Constitution Modifier + Proficiency bonus AC bonus.

- 5 + Constitution Modifier + Proficiency Bonus temporary hitpoints.

Before the end of Blood Armor, you can use Blood Meteorite as a free action and without expending any Blood charge.


13th-Level Feature: Poison Treated 

The blood flowing so perfectly in your body makes you aware of any poison in your body. 

You can be poisoned but will not suffer the negative aspects.

Target touched by the Disease Vector feature now have to roll with disadvantage.

13th-Level Feature: Amplified Recovery

1/long rest

You are able to recover your blood faster than before in a short lapse of time. As a bonus action, you can recharge 1d6 Blood Charges.


15th-Level Feature: Convergence

(5 Blood Charges)

As an action, you can condense your blood forming a Blood Orb in front of you, ending your turn right after. The Blood Orb stays still until the end of your next turn.

When you have a Blood Orb, you can take the following actions :

--- Piercing Blood : 

You can clap the Blood Orb with both of your hands, firing out a beam of blood with extreme flesh piercing capabilities with 500ft. range that is able to reach the speed of sound.

The target(s) must succeed on a Dexterity saving throw against your spell save DC.

• On a success, the creature takes half the damage.
• On a failure: The creature takes 10d10 piercing damage and is knocked prone.

Add 2d10 to the damage at level 18.

--- Supernova : 

You can split the Blood Orb into multiple smaller ones covering a large zone in a 100.ft range with a 70ft. radius. After a second every Orb explodes. 

The target(s) must succeed on a Dexterity saving throw against your spell save DC.

• On a success, the creature takes half the damage.
• On a failure: The creature takes 8d10 bludgeoning damage.

Add 2d10 to the damage at level 18.


18th-Level Feature: Blood Wave

(20 Blood Charges)

You can use everything you have and spread a wave with your blood all around you with maximum force and with a 100ft. radius. The blood solidifies afterwards and blocks the targets. You can use this feature as a reaction or an action.

The target(s) must succeed on a Dexterity saving throw against your spell save DC.

• On a success, the creature takes half the damage and is stunned.
• On a failure: The creature takes 22d12 bludgeoning damage and is stunned.

18th-Level Feature: Crimson Lord

You have mastered the Convergence of your blood. You can create a Blood Orb as a bonus action and creating it no longer ends your turn.

You also recharge all of your Blood Charges after a short rest.

The Amplified Recovery feature no longer has a limit of use per long rest.

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Blood Manipulation (Subclass) Image

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