Base Class: Sorcerer
A party of travelling Drow cripple a pack of Dire Wolves with a sudden flash of crimson power.
A tribal Half-Orc drains the life force from its weakened prey, becoming invigorated by its suffering.
Blood mages harness their vitality and manipulate it to their advantage, using it to cripple their enemies, strengthen themselves, and to cast spells. As a blood mage, you learn to control the life force within yourself and command it to your will.
Dark Magic
1st-level Blood Mage feature
You gain the Thaumaturgy cantrip. 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. If you later replace this spell, you must replace it with a spell form the Sorcerer spell list.
Dark Vitality
1st-level Blood Mage feature
The power coursing through 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, your blood hardens when exposed to harm. When you aren't wearing armor, your AC equals 10 + your Dexterity modifier + your Constitution Modifier.
Fel Spirit
6th-level Blood Mage feature
You gain resistance to necrotic damage. In addition, whenever you cast a spell that does damage, you can spend up to 6 hit points (temporary hit points do not count) to do an additional 1d6 necrotic damage for every 2 hit points spent. You gain temporary hit points equal to the necrotic damage dealt to one creature affected by the spell.
Blood Metamagic
14th-level Blood Mage feature
You can spend hit points (temporary hit points do not count) instead of sorcery points to fuel your Metamagic. For each sorcery point required to use a Metamagic option, you must spend 2 hit points. Once you use this feature twice, you can't use it again until you finish a long rest.
Feast of the Dead
18th-level Blood Mage feature
You grow vampiric fangs. Once per long rest, as an action, you can bite a humanoid that is unconscious or has died within the last hour and drain its blood. You regain hit points equal to half of the target's hit point maximum. If these hit points exceed your hit point maximum, you gain temporary hit points equal to the difference. The target's hit point maximum is reduced by the same amount.
In addition, when you use this feature, you regain all expended uses of the Blood Metamagic feature.
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