Sorcerer
Base Class: Sorcerer

Your magic is connected deep in the pathways of your body and soul, pulsing from your own blood. Ancient magic awakens in these few that possess this crimson power.

Blood Bound Weapon

Starting at 1st level, as a bonus action, you spend 1 hit die and roll it, you take half the amount rolled as necrotic damage to bring forth your blood as a weapon. You can choose the form that this melee weapon takes each time you create it (see the Weapons section for weapon options). You are proficient with it while you wield it. When you attack with that weapon, you can use your Constitution modifier, instead of Strength or Dexterity, for the attack and damage rolls. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. This ability grows as you take levels in this class. At 6th level you have a +1 to attack roll and damage with this weapon, at 10th level it is a +2, and at 15th level it is a +3. Also, when you hit a creature with your Blood Bound Weapon it leaves a trace amount of your magic blood on the target. This last for up to 1 hour before disappearing. While a creature has your blood on it you have advantage on checks to track that creature (Survival, Perception, etc).

Your Blood Bound Weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

Hemoturgy

As the ancient blood awakens, your body fortifies you against danger. Your hit points maximum increases by 1 and increases by 1 again whenever you level in this class. While you aren't wearing armor, you calculate your AC by 11 + you Constitution modifier. You also gain advantage on death saving throws.

Cascading Crimson

When you attack with your Blood Weapon on a creature with your blood on it you can make a second attack as part of the same action. Also, when you hit a creature that has your blood on it, you can impose one of the following effects by spending sorcery points;

Blood Restriction - You can spend 1 or 2 sorcery point(s) and roll 2d4 per point spent, you deal necrotic damage equal to the number rolled and gain temporary hit points equal to the number as well. Also the creature hit needs to roll a Constitution saving throw or be restrained till the start of your next turn. The creature can use it's action to attempt to break out by beating your spellcasting DC with an athletic check.

Blood Affliction - You can spend 1-5 sorcery point(s); The creature must make a Constitution saving throw or take 1d6 necrotic per point spent on a failed save, or half as much damage on a successful one.

Blood Bane - You can spend 1 or 2 sorcery point(s) and roll 2d4 per point spent, you deal necrotic damage equal to the number rolled and gain temporary hit points equal to the number rolled as well. Also the creature hit needs to roll a Constitution saving throw or have disadvantage on all attack rolls till the start of your next turn

 

Vampiric Power

At 14th level, you learn how to make use of the blood your targets have spilled and your own strengthen your powers beyond the normal limits. While you are at no more then half your hit points left you gain the following abilities;

You gain a +2 to your AC

You gain a bonus to your damage equal to your proficiency bonus as necrotic damage and can apply this to a Blood Bound Weapon attack or a spell you cast

When you successfully hit a creature with your Blood Bound Weapon or a spell of 1st level or higher, as a reaction you can heal an amount of hit points equal to half the damage you dealt plus your Constitution modifier 

Blood Storm

At 18th level, you can spend 5 sorcery points and 5 hit die taking necrotic damage equal to the number rolled on those hit dice to accelerate your blood through your body to gain the following benefits for 1 minute;

You gain advantage on all attack rolls on creatures with your blood on them

When you take the attack action on a creature with your blood on them you can cast a cantrip spell with a casting time of 1 action as a bonus action if you hit with your Blood Bound Weapon

When you deal damage to a creature with your blood on them and reduce it to 0 hit points, you can spend 2 sorcery points to cause an explosion of necrotic blood. Each creature in 15 foot diameter from the creature must make a Dexterity saving throw. On a failed saving throw, a creature takes 7d6 necrotic damage and gets your blood on them. On a successful saving throw, a creature only takes half damage and no other effect

You regenerate hit points equal to your Constitution modifier at the beginning of each of your turns as long as your are conscious

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