Sorcerer
Base Class: Sorcerer

Blood has always been a source of power, especially among sorcerers, for whom blood carries a certain weight in determining their talents. Among such casters exists the truly taboo, those whose magic is aspected by blood itself in a sublimely sanguine simplicity. Blood magic carries no explicit evil, as it is simply a tool to those who possess it, nevertheless it is shunned and feared by many-- perhaps rightly so, for who wouldn’t fear the destructive power of exsanguination?

Despite the taboo nature, some families still carry strong magic in their blood, though they often hide it. Powerful blood mages throughout history have been reviled as witches and horrid dread lords; few songs are written of heroes who rip blood from their enemies, history does not remember them particularly fondly. Whatever the case, using such magic in civilized places is best done furtively, lest you bring the fearful masses down on your head.

Blood Magic Peculiarities
d6 Peculiarity
1 When shed, your blood floats in droplets, unaffected by gravity for a short time.
2 Your arteries and veins move under your flesh when you cast spells, forming arcane symbols in bas relief against your skin.
3 When you bleed, you bleed. A LOT.
4 Blood always flows towards you, snaking in slow tendrils as if pulled magnetically.
5 Creatures that make eye contact with you suffer a dazing headrush.
6 Your blood flows black, blue, or some other bizarre color. When you cast a spell, it flares with an ominous radiance.

Blood Magic

1st-level Blood Mage feature

You learn additional spells owing to your blood; such spells count as sorcerer spells for you and do not count against your spells known. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an evocation or necromancy spell from the sorcerer, warlock, or wizard spell list.

Blood Magic Spells
Sorcerer Level Spells
1st Bloodshot, Arterial Whip, False Life
3rd Exsanguinate, Sanguine Suggestion
5th Bloodletting Lance, Vampiric Touch
7th Bloody Blast, Vampiric Demesne
9th Vileblood Curse, Wall of Blood

Sanguine Embrace

1st-level Blood Mage feature

Your blood grants you a certain tenacity, allowing you to sacrifice a portion of your vitality in exchange for power. When you make an attack roll or saving throw, you can roll one of your sorcerer hit dice and add the total to the number rolled. You can do this after you see the roll but before you know if it succeeded or not.

At 6th level, you add your Constitution modifier to all saving throws made.

Exacerbative Exsanguination

6th-level Blood Mage feature

Open wounds in your presence are tantamount to a death sentence for whoever possesses them. Once per turn, when you deal damage to a creature without all of its hit points, the creature suffers an additional 2d10 necrotic damage as you rip yet more blood from its body. At 14th level this damage increases to 2d10.

Additionally, you can spend 2 sorcery points when this ability activates to reduce the creature’s hit point maximum by the damage done; this hit point reduction ends at the end of a long rest.

Sanguine Embrace Enhancement

6th-level Blood Mage feature

At 6th level, you add your Constitution modifier to all saving throws made.

Sacrosanct Exchange

14th-level Blood Mage feature

You can freely transpose your sorcerous abilities into vitality and vice versa. As an action you can sacrifice a number of sorcerer hit dice up to your Constitution modifier, gaining a sorcery point for each one spent. Additionally, as a bonus action, you can spend a number of sorcery points up to your Charisma modifier, regaining a number of hit dice equal to the number spent.

Haemoanarch

18th-level Blood Mage feature

You can turn damage into power, the more of your precious blood that is spilt, the more your enemies will regret touching you. When you fall below half of your hit point maximum you gain the following benefits:

  • You gain resistance to all damage.
  • Your armor class increases by +2.
  • When you take damage from any source other than psychic, you can use your reaction to deal piercing damage equal to your sorcerer level to any creature within 10 feet of you as your blood flies out as razor sharp shrapnel.

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