Sorcerer
Base Class: Sorcerer

Your magic stems from your very blood. Maybe you were born with magically charged blood, or someone has taught you to harness this power naturally, or maybe you were born in a family filled with practitioners of blood magic. Whatever the case is, your power flows through your veins, and many people may fear your power. Others may hunt your for it, and others may revere your physical connection to the magical arts.

This is a balance patch after some critical feedback from the amazing people at the PlusFiveCharisma server on Discord. I can't put a link for the server here, but look it up on instagram, great place to vibe with fellow D&D people. If people want the remaster version, the previous version of this subclass, I will be putting up a version of that called the Blood Heir 1.0 shortly after this version goes live.

Power Through Blood

At 1st Level, you have the ability to cast spells using your blood rather than using spell slots. When  you have an open wound of any size, you may expend hit dice instead of a spell slot when casting a spell. The amount of hit dice expended is equal to Spell Level - Half of your Constitution modifier, rounding up the amount of Hit Dice used instead of down, and always having a minimum of one Hit Dice expended. When expending hit dice this way, instead of healing, you take damage equal to the amount you roll. You may also use an open wound on a willing creature when using this feature, expending the willing creature’s hit dice instead of your own. 


When using any of your Sorcerer Origin Features, you must have an open wound unless stated otherwise.

Crimson Flow

At 6th Level, you have become proficient in shaping blood to your will. You may use your blood or blood from another willing creature to create one of the following effects:

  • Blood Weapon: As an action, you can create either a one-handed weapon and shield, or a two-handed weapon out of blood. You may add your proficiency to any weapon you form that you are proficient with, and half of your proficiency bonus to any weapon you form that you aren't proficient with. A weapon formed this way is considered magical when overcoming resistances. The Hit Points sacrificed to form anything with this effect is equal to half your Sorcerer Level minus your Constitution modifier. Weapon(s) formed with this effect increase to a +1 version of that item at Level 10, +2 at Level 14, and +3 at Level 16. The weapon remains until dispelled. Dispelling the weapon(s) results in healing whoever sacrificed Hit Points to create the weapon(s) equal to half the amount of Hit Points used to form the weapon(s).
  • Sanguine Barrier: As an Action, you form a solid barrier of blood within 60ft of you that you can see. This barrier is as hard as solid steel, and has Hit Points equal to double the amount of Hit Points sacrificed, plus your Constitution modifier. This barrier lasts until dispelled or destroyed. Dispelling the barrier results in healing whoever sacrificed Hit Points to create the barrier equal to half the amount of Hit Points the barrier had left when dispelling it, not to exceed the amount of Hit Points sacrificed to create the barrier. 
  • Hardened Resolve: As a bonus action, you cause the blood of your target to harden. The effected creature's natural AC is equal to 13+Your Charisma Modifier. When you use this effect on another creature, the creature must be willing or succeed on a Constitution Saving Throw equal to your Spell Save DC. This effect lasts for 10 minutes, or until you end the effect. Creatures that go under this effect without taking a Long Rest between gain one Level of Exhaustion. 
  • Crimson Restoration: As an action, you may redirect blood from one creatures open wound to another creature with an open wound. If this transaction is consensual, the amount of Hit Points sacrificed from one player and restored to another is equal to the amount chosen between the two. If the transaction is not consensual, you treat this as a ranged spell attack, and roll the attack using Charisma as your spellcasting ability. If the attack is successful, the creature takes 2d8 necrotic damage, and the creature you are healing regains Hit Points equal to the damage dealt to the creature. This is the only effect listed where the creature does not have to be willing to activate it upon it, following the rules above.

These effects are listed here as examples for some of the more common ways of using this feature that may need a bit more fleshing out to keep balanced. Other effects can be triggered using this feature, consult your DM if you wish to use this feature to create a different effect.

Sanguine Augmentation

At 14th Level, your power with blood can increase your spells lethality.  When you cast a spell that has a damage roll, you may sacrifice Hit Points equal to half your Sorcerer level and have it deal its maximum damage. You may choose to sacrifice Hit Points equal to your Sorcerer level instead. If you do, the spell deals an additional Xd6 necrotic damage, where X is equal to your Charisma modifier.

Bloody Puppeteer

Your powers have reached a point where you can control the blood of others, willing or not. At 18th level, as an action you may choose a creature within 60ft of you that you can see, and have both you and the creature roll contesting constitution checks. A creature can choose to fail this check. If the target fails the constitution check, they become friendly to you and your allies for an amount of rounds equal to your Constitution modifier. The creature will obey almost any command you give it while under this effect. If a command you give it would result in it taking damage, it can roll a Wisdom saving throw against your Spell Save DC. On a success, it can ignore that command. When you take damage, you must roll to keep concentration as if focusing on a spell, and while the creature is under your control you must use your action to continue the effect. Using a spell that requires concentration will end the effect early. For each turn the target creature remains under this effect, they can roll a Constitution check against your Spell Save DC. If they succeed the check, the effect ends early. When this feature’s effect ends on a creature, any attempts to use this feature on them again results in you rolling with disadvantage during the contesting Constitution check. You cannot target a creature that doesn't have blood running through it. You may use this feature an amount of times equal to your Charisma modifier.

Previous Versions

Name Date Modified Views Adds Version Actions
9/24/2018 3:19:05 PM
4
1
5e
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10/4/2020 5:20:32 AM
1229
49
5e
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10/4/2020 5:21:42 AM
1217
0
5e
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10/4/2020 5:22:50 AM
1217
0
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6/19/2021 5:24:48 AM
1260
14
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6/19/2021 5:32:23 AM
1270
0
5e
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6/23/2021 1:49:18 AM
1261
0
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6/23/2021 1:50:15 AM
1264
1
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8/28/2023 1:11:27 AM
1384
45
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Coming Soon
8/28/2023 4:11:14 PM
1370
0
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Coming Soon
8/28/2023 4:12:08 PM
1370
0
Charisma
Coming Soon

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