Sorcerer
Base Class: Sorcerer

Either a curse, a magical plague you lived through, or something entirely different, your blood is infected with a magical disease that grants you the powers you're able to cast. With this gift it brings poor life expectancy as your body tries to fight off the disease that is your own blood.

With your new blood, it has unusual aspects that normal blood does not have. 

Roll 1d6 and consult the table below to decide your blood's characteristic

 d6

1

2

3

4

5

6

Blood Properties

Your blood glows green

Your blood steams when your bleeding

Your blood tastes like apples

Your scars are a deep black, similar to coal

Your blood smells awful to everyone besides you

Blood drops form letters in a language you don't understand

Magical Infection

Starting at 1st level, you can use your blood to cast your spells. You now replace Charisma with Constitution as your spellcasting modifier as well as for any Metamagic options that use Charisma. Additionally, gain a resistance to poison and advantage against the poisoned and diseased conditions.

Blood Brothers

Starting at 6th level, you are able to lend some of your magical blood to an ally, temporarily. Once you complete a long rest, spend 2 sorcery points and you and a willing creature perform a ritual to mix your blood. When activated, as a bonus action, for 10 minutes you and the creature gain the  benefits:

  • Your blood brother can add your Constitution modifier when making saving throws and skill checks (not attacks or spells).
  • Both gain temporary hit points equal to 1d10 + sorcerer level
  • Both are immune to poison and disease 
  • When either is hit with bludgeoning, piercing, or slashing damage, as a reaction, remove 1d6 from the total damage

You can do this a number of times equal to your proficiency bonus. After a long rest, the bond is removed and will have to do the ritual again.

Mark of the Infected

Starting at 14th level, the blood has a connection to you and would even move you to be closer. You can touch a number of creatures equal to your Constitution modifier and give them a mark of the Infected. The mark resembles an infected wound, but doesn't harm the target. If unwilling, must make a constitution saving throw of your spell save dc or be marked. If you mark a target when you have all marks used up, the first target you marked is no longer marked. As a bonus action, spend 1 sorcery point to teleport within 5 ft of a target with a mark as long as they are within 120 ft of you.

Heartbeat of the Arcane

Starting at 18th level, you now maintain a steady heartbeat permanently. You have advantage against all Constitution saving throws and saves against the frightened condition. Additionally, when you roll a failed save, you can spend 3 sorcery points to treat it as a 20.

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