Base Class: Sorcerer
This is a combination of the archetypes of the blood mage Homebrew and does not belong to me.
Blood Mages use ancient practices, vampiric powers, and archaic rituals to draw out the hidden magic in blood. Using primitive sometimes even cannibalistic measures to draw out its inner mysteries. To have blood is to have power, to wield blood is to own power
***Note: many abilities in this subclass will need to be handled manually and not by Avrae***
Sanguine Foundation
At 1st level, you can expend a hit dice to convert them into spell slots. You may expend any number of hit die this way. For example, 3 Hit Dice can be converted into 3 1st Level spell Slots or 1 2nd Level Spell Slot. You cannot have more spell slots than your caster level can normally accommodate. You can't cast spells on a higher level than your highest spell slot level. Your Spellcasting attribute is Constitution.
Blood Point Conversion |
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Blood Points |
Spell Slot Level |
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1 Hit Dice |
1st Level spell slot |
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3 Hit Dice |
2nd Level spell slot |
|
5 Hit Dice |
3rd Level spell slot |
|
7 Hit Dice |
4th Level spell slot |
|
9 Hit Dice |
5th Level spell slot |
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11 Hit Dice |
6th Level spell slot |
Battle Ready
At 1st level, you gain proficiency in Light, Medium Armor, and Shields. You gain proficiency in Martial Weapons. You gain proficiency in Intimidation. As an action, you may consume Hit Dice to gain 1d6 temporary hit points equal to the number of Hit Dice spent. to Your Hemomancy is hardy, resisting compelling mind control magic and body-altering toxins. You gain advantage in constitution saving throws to maintain concentration spells. You may use your body as a vessel in substitution for the material components of spells.
Ichor Demon
At 6th level, you gain the ability to call forth a howling creature of blood to harass your foes. As a bonus action, you can spend 3 Hit Dice and 1d6 to magically summon an Ichor Demon to target one creature you can see within 120 feet of you. The hound uses the dire wolf statistics and uses the Guardian Wolf stat block at level 18, with the following changes:
- The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.
- It appears with a number of temporary hit points equal to half your sorcerer level.
- It can move through other creatures and objects as if they were difficult terrain. The hound takes and deals 5 necrotic damage if it ends its turn inside an object.
- At the start of its turn, the Ichor Demon automatically knows its target’s location. If the target was hidden, it is no longer hidden from the hound.
The Ichor Demon appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the Demon. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The Demon can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.
You are able to summon an additional Ichor Demon at levels 14 and 18, taking 1d6 damage per additional summons.
Culling Blade
At 6th level, you learn to manipulate the flowing blood, even if it is not your own, to either stem death or empower your blood magic.
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Blood Siphon. When you reduce a creature to 0 hit points with a melee or spell attack, and the creature dies, you gain 1 Hit Dice.
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Mark of Blood. When an attack scores a critical hit against a living creature within 10 feet, you can spend 1 Hit Dice as a reaction. Until the end of your next turn, you gain advantage on attack rolls against the creature.
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Wellspring of Life. When you make a death-saving throw and roll a 19-20 on the d20, you regain 1d6 hit points instead of normal. At 14th level, you regain 1d6 hits points when you instead, roll an 18-20 on a death-saving throw.
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Eerie Expulsion. When you reduce a creature to 0 hit points with a melee or spell attack, for 1 Hit Dice you may cause the creature's carcass to swell with blood for 1 round. At the end of your next turn, all creatures within a 10-foot radius must make a Dexterity Saving throw equal to your Spell Save DC on a failed save they take 3d6 necrotic damage, on a success they take none.
Profligate Power
At 14th level, your body is able to reach unimaginable limits for a deep cost. Once per turn, if you took the Attack Action, you may deal 6 + your proficiency modifier + your Constitution Modifier as a bonus action and take half the amount of the dealt damage. If you do you may take a second Attack Action this turn. At Level 18 you may use this feature an additional time.
Bloody Frenzy
At level 18 you learn the true power of bloodletting. After a short or long rest, you automatically gain the following benefits
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Temporary hit points equal to 8 times your Constitution modifier.
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After you hit 0 hit points, you have advantage on your first death-saving throw.
- When your spell attack hits a creature you may use your Hit Dice to deal extra damage to that creature, Converting the Hit Dice into a Slot level and dealing 1d4 necrotic damage per spell level.
Additionally once per long rest, you increase the amount of hit dice you have by your constitution modifier.
Previous Versions
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3/9/2022 3:43:44 AM
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