Base Class: Sorcerer
Nothing inspires as much wild-eyed terror as the Blood Mage. Sorcerers of this type take the raw energy of life and twist it to their own purposes. They can corrupt and control, and sustain their power by consuming the health of others. The effects can be vile, but this specialization isn't limited to madmen and monsters. Many see it as the only form of magic that is truly free, because it's tied to the physical, not deities or studying for ages. It remains an undeniably violent and self-destructive discipline, however, the Blood Mage must be careful. The temptation to take just a little more is always there.
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.
Blood Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | false life, inflict wounds |
| 3rd | hold person, ray of enfeeblement |
| 5th | life transference, vampiric touch |
| 7th | blight, death ward |
| 9th | antilife shell, negative energy flood |
Blood Magic
You have learned to use blood as a basis for your spells, thus strengthening it. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
When you gain the Font of Magic feature, you can sacrifice your own health to gain Sorcery Points. On your turn, if you want to use a Sorcery Point to fuel any of your abilities, you can instead receive 2d6 Necrotic damage and an additional 1d6 for each additional Sorcery Point. This damage cannot be reduced in any way.
Hemorrhage
At 1st level, you learn one necromancy cantrip of your choice from any spell list. You also gain proficiency in the Medicine skill.
Thirst for Blood
Starting at 6th level, you gain the ability to use other creatures' blood to reinvigorate yourself. Once per turn when you kill one or more creatures that have blood with a spell of 1st level or higher, you regain hit points equal to three times the spell's level.
Sanguine Strength
Starting at 14th level, your mastery over your own blood makes it difficult for you to pass out or be defeated. When damage reduces you to 0 hit points, you can spend 3 Sorcery Points and drop to 1 hit point instead.
Blood Boil
Beginning at 18th level, you can unleash a powerful wave, wounding and paralyzing enemies from within. As an action, you can spend 5 sorcery points, each creature of your choice within 30 feet of you must make a Constitution saving throw against your spell save DC. On a failed save, a creature takes 3d10 necrotic damage and is paralyzed until the end of your next turn. On a successful save, the creature takes half as much damage and isn't paralyzed.
Once you use this feature, you can't do so again until you finish a long rest, unless you use Blood Magic to create the 5 Sorcery Points needed for the feature.
Previous Versions
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4/15/2022 1:51:18 PM
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