Base Class: Sorcerer
Born of ancient bloodlines and touched by arcane forces, these sorcerers wield the power of their own life essence, channeling it into devastating weapons and unholy magic. Through their innate connection to blood and its mystic properties, these sorcerers have become masters of self-sacrifice and raw power.
As a Bloodbound Sorcerer, you have learned to harness the vital essence that flows through your veins, transforming it into an arsenal of deadly spells and empowering strikes. Your blood is your weapon, and with each sacrifice, you tap into a wellspring of arcane might.
In battle, you rush into the fray with an unmatched ferocity, your weapon pulsating with crimson energy. Your strikes cut through armor and flesh alike, fueled by your own life force. You draw upon the very essence of your blood to cast potent spells, weaving intricate incantations that harness the eldritch power within. However, the path of the Bloodbound Sorcerer is not without risks. Every spell you cast and each blow you deliver takes a toll on your own vitality. Your body and soul are intertwined, and as you delve deeper into the dark arts of blood sorcery, you must be careful not to lose yourself in the process.
Blood Weapon
Starting at 1st level, as a bonus action you may expend one hit die to summon forth a weapon from your own blood that lasts for one hour. Your hit points are reduced by the amount rolled, and you gain temporary hit points equal to the roll plus your sorcerer level. You are proficient with the weapon your form, and are considered proficient with it. This weapon is considered magical for the purpose of overcoming resistances and immunities.
As you delve deeper into the blood arts, your weapons become more potent. You have +1 to attack and damage rolls with your blood weapon at 6th level, +2 at 10th level and +3 at 15th level.
Hemalurgic Renewal
Through your constant drain of your life force, you have built up your strength over time, empowering your very life force. At 1st level, your hit point maximum increases by 1 and increases again whenever you gain a level in this class. As a bonus action, you may expend an amount of hit die equal to your proficiency bonus, regaining an equal amount of sorcery points.
Hemomancy
At 6th level, you've mastered the ability to weave your own blood into a form of armor. As an action, you may expend a hit die to cast the Mage Armor spell. Additionally you may use your charisma modifier in replace of strength or dexterity for your blood weapon, and when you hit a creature with it, it leaves traces of blood on the creature for one hour before disappearing. While these traces of blood are on a creature, you have advantage on survival checks to track them. Once per turn when you hit a creature with your blood weapon, you may expend one sorcery point to cause one of the following effects on that creature:
Blood Curse: The creature must make a constitution saving throw against your spell save DC, or have disadvantage on attacks until the start of your next turn.
Blood Curdling: The creature must make a constitution saving throw against your spell save DC or take an amount of d6's in necrotic damage equal to your sorcerer level.
Blood Shackles: The creature must make a constitution saving throw against your spell save DC or become restrained until the start of your next turn.
Vampiric Siphon
At 14th level, your blood has become infused with the very magic you use. Whenever you successfully hit a creature with your blood weapon, as a reaction, you may heal for an amount equal to the damage dealt. You may use this ability an amount of times equal to your charisma modifier.
Blood Armaments
Through your time spent diving deeper into the arts of blood sorcery, you have learnt to better weave both blood and magic into one. You gain the following two abilities:
Blood Armor: Whenever you cast the Mage Armor spell through your Hemomancy ability, you may add your charisma modifier to the armor class the spell provides.
Blood Arms: Your blood weapon now deals additional damage equal to your charisma modifier.
Blood Pump
At 18th level, you may expend 5 sorcery points to heighten the magic infused within your blood, accelerating your blood flow to gain the following benefits for a minute:
- At the start of your turn you may teleport to an unoccupied space within 30 ft. of you.
- Your Blood Weapon deals additional damage equal to twice your constitution modifier, and may now deal all necrotic damage.
- Whenever you take the attack option, you may expend up to 6 sorcery points, allowing you to make an additional attack for every 2 sorcery points expended.
- At the start of your turn so long as you are conscious, you regain hit points equal to twice your constitution modifier plus a roll of your hit die.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
6/2/2023 12:05:13 AM
|
26
|
2
|
--
|
Coming Soon
|
|
|
6/4/2023 10:14:42 PM
|
70
|
4
|
--
|
Coming Soon
|
Comments