Base Class: Sorcerer
The spark that ignites a sorcerer always comes from the blood. Blood mages take that literally. By drawing on the magical energies flowing through their veins, they'll able to create powerful magics to help their allies or devastate their enemies. Although they are indeed powerful, their taboo art comes at a dear price: each spell they cast using their blasphemous energies brings them that much closer to the brink of death. Some cultures worship this talent, seen as a Blessing of the Old Gods. Others, especially those with a strong religious tie to the Good-Aligned Deities of the Forgotten Realms, despise this magic and see is as a manifestation of the influence of Baal or Asmodeus. Where this spark comes from is truly unknown, perhaps it is indeed a dark gift from an evil god, or maybe merely an extension of one's latent magical abilities. Whatever the source, the gift is yours to use, for better or for worse. How will you reshape the world?
Powerful Blood
Your blood flows through you with magic, waiting to be tapped into. At 1st level, your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.
Sanguine Explosion
When you're at your most wounded, you're at your strongest. You can harness the power of your blood to increase the power of your spells. You can suffer necrotic damage equal to your sorcerer level to increase one spell of your choice's next damage roll by an amount equal to twice the damage you took plus your constitution modifier.. The damage to you cannot be negated or prevented in any way. The damage added to the spell is the same type as the spell's damage. You can do this a number of times equal to your constitution modifier.
Hematological Recovery
At 6th level, you have grown accustomed to the use of blood magic and can see its flexibility. You can now tap into your life force to power your spells. By taking 1d8 per spell level of necrotic damage, you can cast spells without expending spell slots. This damage cannot be prevented or reduced in any way, and reduces your maximum HP by an equivalent amount. This HP is recovered on a long rest.
Shared Suffering
At 14th level, your ability to tap into the magic of blood allows you to use the blood of others to power your spells. By targeting a willing ally with blood (at DM's discretion) you can see within 30 feet, you can inflict on them 1d10 necrotic damage per spell level to cast spells without expending spell slots. This damage cannot be prevented or reduced in any way and reduces their maximum HP by an equivalent amount. This HP is recovered on a long rest.
Blood Bath
At 18th level, your ability to tap into the power of blood and its latent magical energy is unparalleled. You can now mass manipulate the blood of creatures, willing or not. Once per long rest, you can force all enemies you can see within 30 feet to make a Constitution saving throw against your spell save DC. On a failed save, the creature becomes paralyzed until the end of their next turn takes 5d10 necrotic damage, and reduces their maximum HP by an equivalent amount. On a passed save, they only take half and are not paralyzed. You regain health equal to the damage dealt.
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