Sorcerer
Base Class: Sorcerer

Although many sorcerers are born with powerful innate magic, some who are less fortunate and are forced to sacrifice life for power. Blood Magic sorcerers, or blood mages as they're often called, use the forbidden technique of Hemocraft in order to turn their blood into magic, giving up life for power. Blood magic revolves around spending the health of yourself and others to empower your spells and cast more of them than the average sorcerer. Blood magic is often seen as a corrupt and evil ritual that preys on innocent people, but how you channel this powerful ability is up to you. 

Sanguine Reinforcement

Your command of blood strengthens your body. You gain proficiency in Simple Weapons and Light Armor. 

Crimson Magic

Starting at 1st level, you can sacrifice health to regain expended spell slots. As a bonus action, you take necrotic damage equal to a number of d6s equal to the level of the spell slot you are regaining, your hit point maximum is reduced by that amount and this damage cannot be reduced in any way. The spell slot you regain must be a sorcerer spell slot, the level of which cannot exceed 5th level. The amount of spell slots you regain per long rest can have a combined level that is equal to or less than your sorcerer level. 

Alternatively, instead of taking the necrotic damage yourself, you may target a willing creature that you can see within 30ft to take the damage. Instead of rolling, they take the maximum amount of the d6s and their hit point maximum is reduced by that much, this damage still cannot be reduced in any way. If you attempt to drain the health on a willing creature summoned or created by a spell, this feature fails. 

The hit point maximum reduction caused by this feature can only be cured by a long rest, and not the use of other class features or spells such as Greater Restoration

Rules Tip: Hit Point Maximum Reduction

A creature who has it its hit point maximum reduced can't receive any healing that would raise its current hit points over its new hit point maximum. This means that a creature whose hit point maximum is reduced to zero cannot be stabilized by healing spells, and, if they die, spells such as Revivify still cannot heal them, meaning they continue to remain at zero hit points.

 

Hemorrhage

At 6th level, you can use your blood to supplement the use of Metamagic.  

Whenever you use Metamagic, rather than spending sorcery points you can choose to take necrotic damage equal to a number of d6s equal to the number of sorcery points that Metamagic option costs.

The nature of this necrotic damage is the same as from the Crimson Magic feature, including the option to choose a willing ally to take the maximum of the damage instead. 

Blood Sacrifice

At 14th level, your mastery over blood magic allows you to drain health from another to replenish your own. 

As an action, you can target a willing ally you can see within 90 feet to drain blood from. The targeted ally takes 6d8 necrotic damage, which can't be reduced in any way, and you regain hit points equal to the necrotic damage dealt. If your hit point maximum was reduced by Blood Magic, this feature also raises it by this amount. You can use this feature once per long rest, or using a spell slot of 4th level or higher. 

This feature counts as a 4th level spell with only Somatic components for the purposes of casting, meaning that it can be enhanced by Metamagic, and dispelled by features that counter spellcasting such as Counterspell and Antimagic Field.

Supreme Hemocraft

Starting at 14th level, you can channel all the remaining life within you for one devastating spell. 

As an action, you can cast a sorcerer spell of 7th level or lower that has a casting time of 1 action without expending a spell slot. Once you do so, both your current hit points and your current hit point maximum are reduced to zero and you are unstable. 

Once you reach 15th level in this class you can cast a spell of 8th level or lower using this feature, and once you reach 17th level in this class you can cast a spell of 9th level or lower using this feature. 

Blood Puppet

At 18th level, you can perform the most powerful and widely feared blood magic art, taking control of another creature. 

As an action, you target a creature you can see within 60 feet who must succeed on a Constitution saving throw against your Spell Save DC, or become a blood puppet. A creature that has become a blood puppet cannot target you with attacks, spells, or other harmful effects. In addition, they count as a willing ally for the purpose of your Blood Magic features. At creature afflicted in this way can repeat the saving throw at the start of each of their turns, ending the effect on a success, otherwise the feature ends after 10 minutes. 

Once you successfully create a blood puppet, you cannot do so again until you finish a long rest, or can you take 10d8 necrotic damage to regain your use of the feature, which cannot be reduced in any way. Note that this particular feature does not reduce your hit point maximum, nor can it be transferred to another creature like other Blood Magic features. 

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