Sorcerer
Base Class: Sorcerer

Born under evil omens, you found yourself capable of controlling the blood within your own body and sometimes even other's. From an early age on, you noticed your cuts and bruises healing quicker than most, the smaller ones almost instantly. As you've grown, you learned to understand this side of yourself and harness the rare gift that was bestowed upon you: Blood Magic. This ancient arcane art is a blessing of the goddess Sylva herself and it is up to you to hone and use it.

Magical Vitality

Your blood is infused with magic and incredibly robust. You are resistant to poison damage and have advantage on saving throws against being poisoned.

Sanguine Shield

Starting at 1st level, you can use a bonus action on your turn to cause whirling motes of your enemy's blood to briefly surround you, immediately after you deal damage with a spell of 1st level or higher. Doing so grants you temporary HP equal to your sorcerer level.

Sanguine Regeneration

At 6th level, your blood magic heals you by siphoning the vital force out of your enemies. Whenever a creature within 10 feet of you that you can see takes damage, you can use your reaction to spend 2 sorcery points and regain hit points equal to half the damage the creature took. You can spend 2 extra sorcery points to regain the full damage in hit points instead.

Blood-Fueled Sorcery

At 6th level, you gain the ability to turn life force into arcane power to fuel your spellcasting.

Whenever you use a feature that uses sorcery points, you can spend a hit die in place of a sorcery point. You can replace any amount of sorcery points the feature would consume in this way but have to spend an amount of hit dice equal to the amount of sorcery points you want to replace. This includes but is not limited to turning sorcery points into spell slots.

In addition, whenever you roll hit dice to regain hit points, your minimum on the dice roll equals your charisma modifier.

Drain Blood

Starting at 14th level, when you cast a spell of 1st level or higher, you can spend 2 sorcery points to drain a nearby enemy's blood. Choose a creature within 30 feet of you that you can see. That creature must make a Constitution Saving Throw. On a failed save, it takes necrotic damage equal to 5 times the level of the spell cast and you regain the used spell slot. On a successful save, the creature takes half the damage and you regain 2 sorcery points.

Sanguine Soul

At 18th level, you gain immunity to poison and necrotic damage, as well as the poisoned condition.

You also gain advantage on spell attack rolls against creatures other than constructs with missing hp. In addition, using metamagic to enhance spells that target creatures other than constructs with missing hp, you never have to spend more than 1 sorcery point for each metamagic option applied.

Previous Versions

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6/28/2022 4:11:41 PM
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