Base Class: Sorcerer
Blood Mage Features:
The Blood Flows
At 14th level, you can expend one or more hit dice, up to your maximum amount of hit dice, to heal an ally within 30 feet as a bonus action. When doing so, your maximum hit points are reduced by a number equal to 1d8 per hit die expended, the ally heals double that amount. Your hit dice are restored upon a long rest.
Sanguine Mastery
At 18th level, you have mastered the art of blood magic, granting access to the following features: All healing you receive is increased by 50%, you halt aging entirely and appear to be in peak condition at your prime age. You are completely immune to magical aging, disease, poison, and necrotic damage.
Blood Siphon
Also at 6th level, when a creature is reduced to 0 hit points within 30 feet of you, you can use your reaction to regain hit points equal to your Constitution modifier.
Blood Retribution
At 6th level, you gain the ability to retaliate after being wounded. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Constitution saving throw. The creature takes 2d8 necrotic damage on a failed saving throw, and half as much damage on a successful one. You can use this feature a number of times equal to your Constitution modifier.
Dark Vitality
1st-level Blood Mage feature
The power and control you have over your blood makes you more physically resilient. At 1st level, your hit point maximum increases by 2. It increases by 2 again whenever you gain a level in this class.
Additionally, when you aren't wearing armor, your AC equals 13 + your Constitution Modifier.
Blood Mage Spells
Also starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown below. 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 an abjuration or necromancy spell from the sorcerer, warlock, or wizard spell list.
Sorcerer Level Spells
1st Cure Wounds, Inflict Wounds
3rd Bestow Curse, Remove Curse
5th Contagion, Greater Restoration
7th Finger of Death, Simulacrum
9th Power Word Kill, Mass Heal
Blood Magic
You have learned to use your own blood to manipulate spells. Your spell casting ability becomes constitution instead of charisma. Instead of spending Sorcery Points to apply a Metamagic, you may instead expend your own hit points. The hit point expenditure is equal to 3 hp per sorcery point cost. When you expend hp this way, your maximum hit points are reduced by the hit points you spend until you take a long rest. If you’re knocked unconscious from this, you immediately fail 2 death saves. In addition, your affinity for dark powers allows you to mirror the wounds you inflict upon yourself onto others. You learn the Inflict Wounds spell. It is a Sorcerer spell for you, but it doesn't count against your number of Sorcerer spells known. It can be cast with hit points via the blood magic feature, it costs an 3 hit points, per spell slot used and uses a bonus action, instead of an action to cast. You can cast it twice per short or long rest. At level 6, you can ignore necrotic resistance when you use Inflict Wounds with this feature.
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