Sorcerer
Base Class: Sorcerer

The Blood Mage makes use of their own vitality as an arcane focus. Ostracized by other mages and reviled as apostates, blood mages rarely make themselves known publicly for fear of persecution or death. A blood mage is most easily identifiable from the daggers used to draw out their own sanguine fluids, and the scars covering their bodies from the gruesome nature of their spell casting.

Mechanically, the blood mage has the unique ability to draw on their own hitpoints in place of sorcery points and, eventually, even spell slots. They are also able to use the power of their blood to empower their magic, using their own life force as an arcane amplifier. 

Blood Magic

At 1st level, you gain the ability to tap into the primal power of blood. You can expend hit points instead of sorcery points to fuel your metamagic options. When you would spend sorcery points, you can choose to spend an amount of hit points equal to twice the amount of sorcery points instead. If you use this feature and are reduced to 0 hitpoints as a result, you automatically fail your first death saving throw.

Blood Sacrifice

At 1st level, you learn to harness the life force of others to empower your spells. Whenever you reduce a creature to 0 hit points with a spell, you regain hit points equal to your sorcerer level + your Charisma modifier.

Additionally, you can choose to increase the level of a spell by one when you cast it, sacrificing hit points equal to twice the level increase (a 4th level spell increased to 5th level in this way would cost 10 hitpoints). This feature can be used at any time when casting a spell and does not require reducing a creature to 0 hit points. If using this feature would reduce you to 0 hitpoints, you automatically fail your first death saving throw.

Blood Magic Arts

At 6th level, you gain access to unique magical arts that further enhance your blood magic abilities. Choose two of the following Blood Arts, and one more at 14th level:

  • Blood Pulse: When you cast a spell that deals damage, you can choose to amplify its power. The spell's damage is increased by a number equal to your sorcerer level, but you take necrotic damage equal to half the damage increase.
  • Blood Transfusion: As an action, you can transfer a portion of your hit points to another creature you touch. The target regains hit points equal to the hit points transferred, and you lose an equal amount. This ability can't reduce your hit points to 0.
  • Blood Alacrity: As a bonus action, you can spend hit points equal to your sorcerer level to take the Dash Action without provoking an attack of opportunity.
  • Blood Siphon: Whenever you kill a creature, you can immediately regain sorcery points equal to your Charisma modifier (minimum of 1).
  • Blood Frenzy: Whenever you deal damage to a creature with a spell, you can enter a state of bloodlust. Until the end of your next turn, you gain advantage on weapon attack rolls against that creature, and your weapon attacks deal additional damage equal to your Charisma modifier. Additionally, you gain resistance to bludgeoning, piercing and slashing damage damage from non-magical weapons for the duration. You may use this feature a number of times per long rest equal to your Charisma Modifier.
  • Blood Shroud: As an action, you can envelop yourself in a shroud of swirling blood that lasts for one minute, or until you dismiss it as a bonus action. While the shroud is active, you gain resistance to all damage, and any creature that starts its turn within 5 feet of you takes necrotic damage equal to your sorcerer level. Blood shroud does not have a hit point cost, and may be used a number of times equal to your Charisma modifier per long rest.
Blood Alacrity

As a bonus action, you can spend hit points equal to your sorcerer level to take the Dash Action without provoking an attack of opportunity.

Blood Frenzy

Whenever you deal damage to a creature with a spell, you can enter a state of bloodlust. Until the end of your next turn, you gain advantage on weapon attack rolls against that creature, and your weapon attacks deal additional damage equal to your Charisma modifier. Additionally, you gain resistance to bludgeoning, piercing and slashing damage damage from non-magical weapons for the duration. You may use this feature a number of times per long rest equal to your Charisma Modifier.

Blood Pulse

When you cast a spell that deals damage, you can choose to amplify its power. The spell's damage is increased by a number equal to your sorcerer level, but you take necrotic damage equal to half the damage increase.

Blood Shroud

As an action, you can envelop yourself in a shroud of swirling blood that lasts for one minute, or until you dismiss it as a bonus action. While the shroud is active, you gain resistance to all damage, and any creature that starts its turn within 5 feet of you takes necrotic damage equal to your sorcerer level. Blood shroud does not have a hitpoint cost, and may be used a number of times equal to your charisma modifier per long rest.

Blood Siphon

Whenever you kill a creature, you can immediately regain sorcery points equal to your Charisma modifier (minimum of 1).

Blood Transfusion

As an action, you can transfer a portion of your hit points to another creature you touch. The target regains hit points equal to the hit points transferred, and you lose an equal amount. This ability can't reduce your hit points to 0.

Blood Pact

At 14th level, you can forge a powerful bond with a willing creature by forming a blood pact. As an action, you can create a magical bond by exchanging blood with the creature. This bond lasts for 8 hours or until you use this feature again.

While the bond is active, you and the target creature can communicate telepathically over any distance. Additionally, you can share spell slots with the target creature. Whenever either you or the target creature casts a spell using a shared spell slot, the spell's level is increased by one. Once you use this feature, you can’t use it again until you finish a long rest.

The target creature does not need to be a spellcaster to benefit from the shared spell slots. However, the creature must have the ability to cast spells or use spell slots (e.g., through racial or class features) to take advantage of the shared spell slots.

Hemomancer

Starting at 18th level, you have mastered the art of sacrificing your own vitality to fuel your spells. When you cast a spell using a spell slot, you can choose to amplify its power by tapping into your life force.

Instead of paying the spell slot's normal cost in spell points or sorcery points, you can choose to pay hit points equal to 5 times the spell's level. The spell gains additional potency based on the hit points sacrificed. When you sacrifice hit points in this way, the spell's damage increases by a certain amount, determined by the spell's level:

  • 1st-3rd level spell: +1 damage per spell level.
  • 4th-6th level spell: +2 damage per spell level.
  • 7th-9th level spell: +3 damage per spell level.

For spells that do not deal damage, they are affected in the following ways:

  • Buff Spells: The duration of the spell is extended by 1 minute per spell level.
  • Debuff Spells: The saving throw DC of the spell increases by 1 per spell level.
  • Utility Spells: The range of the spell doubles regardless of spell level.

The hit points sacrificed cannot be reduced or bypassed through any means, such as resistance or immunity to the spell's damage type. If this feature would reduce you to 0 hitpoints, you automatically fail your first 2 death saving throws.

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