Sorcerer
Base Class: Sorcerer

Blood magic is often looked down upon; while some mages use blood magic for healing and restoration, many use it for harm and destruction.

Blood Magic

1st–level Blood Sorcerer feature

You learn additional spells when you reach certain levels in this class, as shown on the Blood Magic Spells table. Each of these spells counts as a sorcerer spell for you, but it does not 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 necromancy spell from any spell list.

Blood Magic Spells

Sorcerer Level

Spells

1st

False Life, Inflict Wounds, Sapping Sting

3rd

Blindness/Deafness, Ray of Enfeeblement

5th

Bestow Curse, Revivify

7th

Blight, Shadow of Moil

9th

Contagion, Enervation

Purify Blood

1st–level Blood Sorcerer feature

As a bonus action you can purify one creature with your magical touch, that is not a construct or undead. You can choose to end either one disease or one condition afflicting it. The condition can be blinded, deafened, or poisoned.

You can use this feature a number of times equal to your Proficiency bonus, and you regain all expended uses when you finish a long rest.

  • At 14th–level when you use this ability on a willing creature, they also regain hit points equal to 2d6 + your Charisma modifier.

Potent Necromancy

6th–level Blood Sorcerer feature

Whenever you deal necrotic damage with a spell of 1st–level or higher, you can add additional necrotic damage equal to your Charisma modifier to one damage roll of that spell.

Siphon Life

6th–level Blood Sorcerer feature

As an action, you can absorb the life from another creature you can see within 90 feet of you. You can choose to expend a number of Sorcery Points to a maximum of half your sorcerer level (rounded up). The targeted creature must succeed on a Constitution saving throw. On a failed save, the creature takes 2d10 necrotic damage for each Sorcery Point expended. On a successful save, a creature takes half damage.

In addition, you regain a number of hit points equal to the amount of necrotic damage taken, as long as the target is not a construct or undead.

Durably Body and Mind

14th–level Blood Sorcerer feature

You gain a bonus to all of your saving throws equal to your Charisma modifier (minimum of 1).

Necrotic Blood

18th–level Blood Sorcerer feature

The necrotic energy in your blood alters you in the following ways; you have resistances to necrotic, poison, and psychic damage.

Previous Versions

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10/28/2021 3:10:21 AM
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10/29/2021 2:59:11 PM
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