Base Class: Sorcerer
The half-elven woman approached the pool. "Finally, I will be reunited with my dear husband." But the pool could not reverse her curse. Her body became twisted and corrupted.
The Dwarven man lay upon the strange physician's table, a strange fluid being pumped into his veins. He began to wonder if this ichor was entirely natural...
Many seek power or retribution, going to the deepest depths imaginable to gain what they seek. In these cases, they may make pacts with dark, ancient gods. Or maybe, they'll imbue themselves with the gods' power by force.
Corrupted Spells
1st-level Corrupted Blood feature
You learn additional spells when you reach certain levels in this class, as shown on the Corrupted Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list.
Corrupted Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | arms of Hadar, dissonant whispers, mind sliver |
| 3rd | calm emotions, detect thoughts |
| 5th | clairvoyance, sending |
| 7th | arcane Eye, locate Creature |
| 9th | geas, scrying |
Corrupted Mind
1st-level Corrupted Blood feature
You can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows.
The telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.
Grim Sorcery
6th-level Corrupted Blood feature
When you cast any spell of 1st level or higher from your Corrupted Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell’s level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.
Corrupted Defenses
6th-level Corrupted Blood Mind feature
You gain resistance to Necrotic damage, and your Hit Point Maximum cannot be reduced.
Sculpture of Decay
14th-level Corrupted Blood feature
You gain the ability to control the dark ichor that created you, shaping it into a creature of pure darkness. Over the course of 8 hours, you perform a ritual that binds a spirit of evil to you. This ritual can be performed over the course of a long rest, provided you don't require sleep. The ritual requires rare incenses, enchanted bones and shards of Obsidian, with the total material cost being equal to 500gp x the CR of the creature you summon. The ritual consumes these materials. Choose a Beast with a challenge rating of 4 or lower - you gain this beast as an Animal Companion. The companion's type changes to Aberration, they have resistance to Necrotic damage, and their maximum hit points increase by an amount equal to your level.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it take the Dodge action and uses its move to avoid danger.
This creature accompanies you until it is killed, or until you use this ability again. Upon death, the creature becomes a puddle of ichor.
Withering Shunt
18th-level Corrupted Blood feature
You can unleash your dread power as a powerful necromantic anomaly. As an action, you can teleport to an unoccupied space you can see within 120 feet of you. Immediately after you disappear, each creature within 30 feet of the space you left must make a Constitution saving throw. On a failed save, a creature takes 3d10 necrotic damage and has their vigor stripped from them, falling prone. On a successful save, the creature takes half as much damage and isn’t prone.
Once you use this feature, you can’t do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.
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