Sorcerer
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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