Sorcerer
Base Class: Sorcerer

Maybe a vampire frequently drank from your mother while she was carrying you, maybe you grew up surrounded by vampires or maybe you just always had a fascination with blood, either way your innate magical powers seems to be growing stronger by usage of blood.

 

Blood Spells

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.

Blood Spells
SORCERER LEVEL SPELLS
1st Cure Wounds, Inflict Wounds
3rd Acid Arrow, Ray of Enfeeblement
5th Life Transference, Revivify, Vampiric Touch
7th Aura of Life, Shadow of Moil 
9th ContagionRaise Dead

Bloody Constitution

Starting at 1st level, when you gain 3 failed death saves while conscious, you gain 1 level of exhaustion and remove all failed death saves. Should you fall unconscious while having failed death saves from any Blood Magic features, they count towards your regular death saves.

Blood Sacrifice

Starting at 1st level, you can forgo spending a spell slot when casting a spell, if you do so you must make a constitution saving throw, DC 10 + the spells level, on a failed save you gain 1 mark in your failed death saves. You cannot cast spells at a higher level than what you already know.

Crimson Sphere

At 6th level, you gain the ability to reap the blood of a fallen foe, when a creature you can see, that is not an undead or construction, dies within 30 ft of you, you can use your reaction to rip the blood from their body and gather it in a Crimson Sphere. When you use your Blood Sacrifice feature you can consume a Crimson Sphere to forgo rolling a constitution saving throw.

A Crimson Sphere is vulnerable to attack and its armor class is equal to your spell save DC and it has 1 hit point, when killed it disappears and can't be consumed. Beginning at 6th level, you can have up to 2 Crimson Spheres, when you reach 14th level in this class you can create up to 4 Crimson Spheres at a time and at 18th level you can create up to 6 spheres at a time.

You can dispel the Crimson Sphere at any time, if you do not it will stay floating above your head.

Bloody Spell Components

At 14th level, you learn to use your Crimson Spheres to power your spells. When a spell requires a spell component, you can use a Crimson Sphere instead, the sphere counts as 500 gp worth of material. If the spell consumes the material, the sphere is then consumed. You can use multiple spheres as one component to meet requirements.

You can consume 4 Crimson Spheres and a to cast Resurrection, ignoring material components.

Bloody Empowerment

At 18th level, while you have your Crimson Spheres available your spells become empowered. When you cast a Sorcerer spell the amount of Crimson Spheres you have available augment your spells:

  • When you deal damage with a spell, you add 1 extra die of the damage type the spell uses, for each sphere you have available.
  • When you heal a creature with a spell, you add your spell modifier a number of times equal to the number of spheres you have available.
  • When you force a creature to make a save with a spell, you may add 1 to the spell save DC for each Sphere you have available.

You can consume 6 Crimson Spheres to cast True Resurrection, ignoring material components.

Previous Versions

Name Date Modified Views Adds Version Actions
6/19/2023 7:43:10 PM
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