Sorcerer
Base Class: Sorcerer

You found out you have a unique ability to manipulate your own blood to empower yourself or to control and siphon your enemies. Your eyes turn a crimson color and your body gains more vitality. In most places Blood Magic would be looked down on as a curse or omen, and in others practice with blood magic is strictly banned, but for its a weapon and a tool to get what you need done. 

Many Clerics and Paladins hunt blood magic users down in order to hopefully put an end to the practice as it scares most individuals. Other cultures hire Warforged mercenaries to hunt them knowing they're immune to blood magic. But in some rare instances, blood magic is taught safely and practiced with others who know of the dangers of it where it can be learned without fear of its carnage.

Dense Blood

1st-level Blood Mage feature

Your blood runs deeper then most, you gain an additional 2 max HP per level to give you a deeper reservoir of health for your abilities. Also when you take a short rest and use hit dice to heal yourself, you gain an additional 1D4 HP per hit dice used.

Blood Maledict

1st-level Blood Mage feature

Your blood flows with arcane power, when you cast a spell you may cast it at a higher level and take 1d6 damage per level you casted above its spell slot. If this ability would drop you to 0 HP it fails.

Crimson Infection

6th-level Blood Mage feature

Your blood yearns to infects the blood of others. As an action, you may touch another creatures blood to try an infect and control the creatures blood with your own. Take 2d8 damage and the creature must make a Constitution Saving Throw equal to 10 + your Constitution modifier + your Proficiency bonus, or be infected by you got 1 minute.

If the creature failed the save it is paralyzed or if the creature failed its save by 5 or more it becomes your blood puppet until the effect ends. When a creature becomes your blood puppet, on its turn you can control it and make it use its turn as you wish and use any non magical feature or action. At the end of its turn it may roll the save again to break any of these effects.

When this effect ends your blood violently ejects from its body dealing 4d8 necrotic damage or half as much if it passed the initial save. Creatures that don't have blood are immune to this effect. You can't use this ability if it will drop you to 0 HP. You may use this ability a number of times equal to your Constitution modifier and regain all uses at the end of a long rest.

Siphoning Hemorrhage

14th-level Blood Mage feature

As an action you may target any number of creatures that are within 30ft of you and that are bleeding or have an open wound and cause their blood to siphon to you. When you use this action you gain 10 instances of siphons that you may inflict on those creatures, you may inflict as many instances of siphons as you wish on each creature as long as the total does not exceed 10 instances. Deal 1d8 necrotic damage per instance to each creature and heal yourself for half of the damage done.

Creatures that don't have blood are immune to this effect. You may use this ability a number of times equal to your  Constitution modifier and regain all expended uses when you finish a long rest.

Taste For Blood

18th-level Blood Mage feature

Your control over blood has no bounds, when you swallow the blood of another creature, you can recall everything that creature has done within the last 12 hours, this includes things it has said or heard. You also gain a short term link to that creature, allowing you to know exactly where it is and what its doing and you are able to speak to the creature telepathically for one hour. Creatures with no blood are immune to this effect. Once you use this ability you may not do so again until you finish a long rest.  

Comments

Posts Quoted:
Reply
Clear All Quotes