Sorcerer
Base Class: Sorcerer

Blood is life. The pulse, the ebb, the flow. So much of it goes wasted on the battlefield. But there’s no use crying over spilled blood. Might as well make good use of it!

Blood Magicks

Starting at 1st level, 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.

Sorcerer Level Blood Spells
1st charm person, hellish rebuke
3rd alter self, moonbeam
5th gaseous form, vampiric touch
7th compulsion, death ward
9th contagion, dominate person

Bloodletting

At 1st level, you can empower yourself with your blood. When you cast a spell using a spell slot of 1st level or higher, you can enhance the spell’s power, causing the spell to be cast as though you expended a spell slot of one level higher. When you do so, your your current hit points decrease by an amount equal to twice the spell’s level.

If the spell was on your Blood Spells table, the spell’s power is further enhanced, counting as two levels higher than normal instead of one.

Bat Within

Starting at 6th level, you can use your action to magically assume the shape of a bat for 1 minute.

Once you use this feature, you cannot use it again, unless you expend 3 sorcery points to use it again.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of a bat, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the bat. If the bat has the same proficiency as you and the bonus in its stat block is higher than yours, use the bat’s bonus instead of yours.
  • When you transform, you retain your own current Hit Points and Hit Dice. Any damage in your bat form carries over to your normal form, and vice versa.

  • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your bat form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as vampiric touch, that you’ve already cast.

  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so.

  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the bat’s shape and size. Your equipment doesn’t change size or shape to match the bat form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave your bat form.

Nosferatu

At 14th level, your bloodletting further empowers your sorcery, serving as a wellspring of power. When you use your Bloodletting feature to empower a spell that is on your Blood Spells table, you gain Sorcery Points equal to half the level of the spell slot expended (minimum: 1).

Baptism of Blood

All bloodshed serves a purpose, and that purpose is to serve you. At 18th level, when a non-undead Humanoid that you have damaged dies within 30 feet of yourself, you can use your reaction to raise it as a Vampire Spawn. See the Basic Rules (pg 354) for the statblock.

This thrall is fully loyal to you, regardless of what loyalties it had in life, and follows your commands (no action required). In battle, it shares your initiative count, and takes its turn directly after yours. You can only control one Vampire Spawn created in this way at a time.

Comments

Posts Quoted:
Reply
Clear All Quotes