Base Class: Sorcerer
A sorcerer who is attuned to the magical power inherent to the life energy of blood. They are able to regenerate their magical abilities and health when leeching the blood of the fallen, and can support their allies using their blood magics.
Often scorned and hated by society, this does not have to be so.
They are descendants of the vampire society who make up the nobility of the City of Blood.
Hemo Magic
1st-level Blood Sorcerer feature
You learn additional spells when you reach certain levels in this class, as shown on the Hemo 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.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.
Spiritual Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | false life, hellish rebuke |
| 3rd | alter self, enlarge/reduce |
| 5th | gaseous form, vampiric touch |
| 7th | blight, death ward |
| 9th | dominate person, contagion |
To use your magic you tap into your own soul energy or interact with the energies of others. To the inexperienced, it would feel as if an otherworldly force was tugging on their body somehow, and can often cause unease in your targets.
Blood Sense
1st-level Blood Bender feature
Your attunement to the magic of blood gives you acute awareness of those that possess it around you. As an action, you may detect the presence and location of the blood of humanoids, beasts, and giants within a 60ft radius around you. You know whether the blood is part of a currently alive animal or not, but do not know the creature that it comes from. Dried blood over a day old is not detectable with this feature.
You can use this feature a number of times equal to your Charisma modifier with a minimum of 1. You regain all uses of it after a long rest.
You gain advantage on Medicine checks to stabilize allies.
Doping Spike
1st-level Blood Bender feature
You are able to draw upon your own vitality to amplify the effectiveness of your magic. Whenever you cast a spell, you may deal necrotic damage to yourself equal to your sorcerer level to increase the damage done by the spell by 1d4 equal to half your sorcerer level rounded up.
If you would have resistance to necrotic damage, it would be treated as no resistance for this feat. If you have immunity to necrotic damage, it would be treated as resistance to necrotic damage for this feat.
Essence Siphon
6th-level Blood Bender feature
Starting at Level 6, as a bonus action, you can siphon the lifeblood from a dead creature within 5ft of you and that has died within the last minute. When you siphon this lifeblood you recover sorcery points equal to half your proficiency bonus rounded up as well as temporary hitpoints equal to your sorcerer level. You cannot use this feature on Undead, Construct, or Elemental creatures.
Once you use this feature you cannot use this feature again until you perform a short rest.
Consult the flavor table to see what flavor the creature's blood was:
| Creature Type | Alignment | ||
| Good | Neutral | Evil | |
| Aberration | Pasty | Doughy | Creamy |
| Beast | Umami | Gamey | Sour |
| Celestial | Searing | Static | Greasy |
| Dragon | Spicy | Smokey | Metallic |
| Ooze | Hot and Spicy | Woody | Numbing |
| Fey | Fruity | Floral | Moldy |
| Fiend | Bland | Powdery | Dry |
| Giant | Volatile | Salty | Herbal |
| Humanoid | Sweet | Bland | Bitter |
| Monstrosity | Crunchy | Crispy | Chewy |
Transfusion
14th-level Blood Bender feature
Under your command, yours and the lifeblood of others around you ebb and flow like the tides of the ocean- magic becomes transmutable to life energy. Whenever you spend sorcery points, you may heal yourself or an ally within 5ft of you for 1d6 per sorcery point used. If the sorcery points were used in the casting of a spell that successfully did damage, the dice become 1d8. If this healing would bring you or an ally over maximum health, the excess healing is instead converted to temporary hitpoints.
Ichor Wave
18th-level Blood Bender feature
You have reached complete mastery of blood and the flesh that contains it. As an action, you may dissolve into pure blood for 1 minute, you may exit this form as a bonus action, reforming your body in an available space anywhere along the pool. While in this form, you gain the following traits:
- Your size becomes huge in terms of area, but vertically you take up no space and can easily occupy the same area as other creatures. Creatures of your choice would treat the area you take up as magical difficult terrain. Creatures of your choice that start their turn within your area must make a constitution saving throw against your sorcerer spellsave DC or take 2d6 necrotic damage, half on a successful save.
- You gain immunity to all nonmagical bludgeoning, piercing, and slashing damage.
- You gain advantage on all dexterity, strength, and constitution saving throws.
- You can travel and fit through any tiny spaces down to 1in wide on a side.
- You cannot cast spells with verbal components.
- You may use Essence Siphon on eligible creatures that share a space with you and ignore its use limits
You cannot use this feature again until you perform a long rest, or spend five sorcery points.
Previous Versions
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