Base Class: Sorcerer
Bleeding Souls are unorthodox sorcerers, not born into the craft, but thrust into it. Bleeding Souls can come from almost any race and any background, as almost everyone can bleed. This unique case among casters causes many of them to be ostracized by most other Sorcerers.
PLAYTEST VERSION - PRONE TO BALANCE CHANGES
UPDATE NOTES - V1
- Release
Magic from Within
Your magic comes not from your divine heritage, but from you, and only you. You cast spells using your Constitution modifier, instead of the Charisma modifier normal to most Sorcerers.
| Spell Level | Spells |
|---|---|
| 1st | inflict wounds, cure wounds |
| 2nd | spiritual weapon, ray of enfeeblement |
| 3rd | bestow curse, revivify |
| 4th | resilient sphere |
| 5th | contagion, dominate person |
| 6th | harm, heal |
| 7th | resurrection, prismatic spray |
| 8th | clone |
| 9th | mass heal |
An Eye for an Eye
Due to your unorthodox methods of drawing from your power, casting often comes at a toll to your health. Whenever you cast a spell, you take your force damage equal to your Proficiency Bonus multiplied by the spell slot used to cast the spell (cantrips count as 1) directly to your HP, which cannot be resisted, nullified, or healed by any means short of a Greater Restoration spell. Additionally, whenever you cast a spell (that isn’t a cantrip) that tampers with the balance between life and death (i.e. healing, necromancy) you may double the taken damage to cast the spell as if it was one slot level higher than the slot you used.
AUTHOR’S NOTE - Unfortunately, I haven’t found out a way to multiply damage in DDB’s homebrew editor. I trust that someone in your party can do basic multiplication and / or has a a calculator.
Ever-Beating Heart
Starting at 6th level, your soul is so close to death that restoring you from it is an easy task. Whenever a spell has the sole effect of restoring you to life, it has no material cost for that casting.
Stains of Time
Starting at 14th level, your ritual scars begin to have a significant impact on your appearance. You have advantage on Charisma (Intimidation) checks. You additionally have advantage on Charisma (Persuasion) and Charisma (Deception) checks against Neutral and Evil targets. Furthermore, anyone who contests a Charisma check you have advantage on in this way has disadvantage on their Wisdom (Insight) check.
Blood Attunement
At 18th level, your affinity for blood allows you to use Bloodwell Vials efficiently. Whenever you are attuned to a Bloodwell Vial (of any rarity) the bonus it gives to spell attack / DC is doubled, and you gain twice as many sorcery points from its ability.
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