Base Class: Sorcerer
The essence of the Weave is the living extension of many creatures and magic itself. Some have a deeper, ancestral connection to the waves and ripples of the Weave. Their body and spirit is connected to magic, from the moment of their birth until their death. In rare occasions, their blood is so dense with connection to the Weave that it manifests as powerful magic. Somehow your very essence has an innate connection to the weave itself. By tapping into this resource, you are able to bring your will to bear upon reality. Sorcerers of this origin may not be held in high regard due to the somewhat gruesome and forbidden nature of their abilities, but their power is undeniable.
Blood Sorcery
1st-level Weave Blood feature
As your blood itself has been entangled by the Weave, you can use your blood as your Spellcasting Focus. In order to do this you must have open access to your own blood (i.e a cut or a vial of your own blood).
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 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 conjuration or necromancy spell from the sorcerer, warlock, or wizard spell list.
Blood Magic Spells
SORCERER LEVEL | SPELLS |
---|---|
1st | command, inflict wounds |
3rd | aid, hold person |
5th | animate dead, vampiric touch |
7th | blight, polymorph |
9th | contagion, hold monster |
Blood in Armor
1st-level Weave Blood feature
Due to your blood's arcane nature you have enhanced fortitude. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Additionally, you have the strange ability to turn your own essence into magical protection. When when you are hit by an attack, you can use your reaction, expend one hit die, until the start of your next turn, you have a bonus to AC equal to the highest number on the hit die expended, including against the triggering attack. Then you gain temporary hit point into the roll of that die.
Sanguine Puppet
1st-level Weave Blood feature
Also at 1st level, you can connect your enhanced blood with the blood of another creature. As an action, you target a creature you have damaged, that has blood, within 60ft of you. That creature must succeed on a Constitution saving throw against your spell save DC or immediately move up to half of their movement in any direction of your choice. Dead or unconscious creatures automatically fail their saving throw. Starting at 6th level, you can spend 1 sorcery point to have that creature you their reaction to make a single weapon attack against a creature of your choice within range, (making an unarmed strike if they are not holding a weapon).
You can use this feature a number of times equal to your proficiency bonus, you can't do so again until you finish a long rest, unless you expend a spell slot of of any level to use this feature again.
Temptation of Blood
6th-level Weave Blood feature
When you cast a sorcerer spell of 1st level or higher, 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, you take a number of d6s in necrotic damage equal to the amount of sorcery points spent. When casting a spell this way using a metamagic option costs 1 less sorcery point (minimum 1).
Crimson Guidance
6th-level Weave Blood feature
Also at 6th level, you can manipulate some of your own vitality to protect yourself and others. As part of the Flexible Casting bonus action, you can spend a hit dice to have a creature within 10ft of your regain hit point equal to two rolls of that hit die plus your Charisma Modifier. Also they gain a number of temporary hit points equal the number regain.
Bond to Blood
14th-level Weave Blood feature
At 14th level, you can manipulate your blood and the blood of others by mixing them together. When you deal damage to a creature(s) that has blood, you can spend 3 sorcery points to force one of those creatures to make Constitution saving throw, to bond that creature to you. A bonded creature makes the same action, bonus action, and movement you do on your turn, during their turn, if they are unable to do that they instead do nothing, (i.e if you cast a spell and they can't they do nothing). At the end of each of its turns, the bonded creature can make another Constitution saving throw. On a success, the bond ends on the target. Additionally, if that creature dies, you can choose to take 1d6 necrotic damage, to regain a number of spent sorcery points equal to the damage you took. This increases to 1d8 at 18th level.
Once you use this feature a number of, you can't do so again until you finish a long rest, unless you expend a spell slot of of 4th level or higher to use this feature again.
Crimson Inferno
18th-level Weave Blood feature
Beginning at 18th level, the blood of others becomes easily manipulated by you. When a creature with blood you can see with 60ft of you is reduced to 0 hit points, you can use your reaction to take 4d6 necrotic damage to yourself to cause that creature to violently explode. The target automatically fails two death saving throw automatically and each creature within a 20ft of the target must make a Dexterity Saving Throw. A creature takes 8d6 necrotic damage on a failed save, half as much damage on a successful one. If the damage reduces another creature to 0 hit points, you can immediately 4 sorcery points to cause this effect to happen again.
Comments