Base Class: Sorcerer
Your magic is the magic within all living blood -- and you use none more often than your own. It comes naturally to you, and you find that your blood is strong, and getting stronger the more you draw on its magical power. Most who have their blood continually tapped for magic begin to suffer illness and frailty, but your blood is different in some way. Perhaps your blood is growing stronger the way warriors train their muscles, or perhaps your blood carries a gift made for blood magic itself. Whatever it is, you feel your heartbeat grow stronger and louder with every growth in sanguine power.
Blood Spells
You learn additional spells when you reach certain levels in this class, as shown on the Blood 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.
Sanguine Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | bane, grease |
| 3rd | hold person, aid |
| 5th | slow, life transference |
| 7th | resilient sphere, death ward |
| 9th | telekinesis, contagion |
Resilient Blood
At 1st level, your blood is infused with resilient life energy, allowing you to draw more from that wellspring. You gain a bonus number of sorcerer hit die equal to your proficiency modifier. These hit dice do not count for your hit point maximum.
In addition, when you finish a short rest, you can choose to regain hit points equal to your Constitution modifier + half your sorcerer level (minimum 1). Once you do so, you can't do so again until you finish a long rest.
When you reach 6th level, you gain advantage on saving throws made to resist the poisoned condition. You also gain resistance to poison damage.
Blood Sorcery
Starting at 1st level, you gain the ability to cast beyond your limits by sacrificing the vital life force inside your own blood:
You can spill your blood in order to cast a Blood spell;
You also gain the ability to expend your life force more directly in the pursuit of powerful magic.
As a bonus action, you can choose to expend a number of hit dice (up to your highest spell slot available) and the next sorcerer spell you cast is a Blood spell.
You take damage equal to the total rolled from the hit dice expended. This damage ignores all resistances or immunities.
A Blood spell does not require a spell slot if it would normally expend a spell slot of a spell level equal to or less than the number of hit dice you expended on this feature.
A Blood spell requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.
As a bonus action, you can choose to expend any number of hit dice (up to your proficiency modifier), gaining 1 sorcery point for each hit die expended. This feature cannot increase above your maximum sorcery point total.
Using either of these features, you can't expend more hit dice than your sorcerer level (minimum 1) before finishing a long rest.
Bleeding Rebuke
At 6th level, you gain the ability to cast spells when you are wounded, turning the blood spilt from your veins into magic as you bleed. When you take slashing, piercing or necrotic damage, you can spend 1 sorcery point to use your reaction to cast a cantrip that would normally require an action or bonus action to cast. You cast this spell after you take the damage.
Bloodied Resistance
Starting at 14th level, you learn how to make use of the blood your enemies have already spilled from you to strengthen your magic beyond its normal limits.
While you have no more than half your hit points left, you gain a +3 bonus to AC. When you have this bonus and you roll damage for a sorcerer spell that you cast, you add your proficiency bonus as bonus damage. You can only add this bonus damage once per turn.
Blood Domination
At 18th level, your blood is powerful enough to dominate the will of lesser creatures. As an action, you may wound yourself and expend hit dice to project your blood into the ears and mouth of a creature within 15 feet that has blood. That creature must make a Constitution save or be dominated by you for one minute. On a failed save, you take total and precise control of the target on its turns – it takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. At the end of the duration, that creature takes 6d6 necrotic damage as its own body fights to reassert dominance. On a successful save, the creature is not dominated – it takes 6d6 necrotic damage from your attempted invasion, but is immune from further attempts at this power for 24 hours.
Previous Versions
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1/29/2022 5:12:27 PM
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Coming Soon
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