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 remake of my older sorcerer blood magic subclass, the Blood Heir. I was fiddling around with some new ideas, and came up with something similar to it but just different enough to where I wanted to make a seperate page for it. Hopefully people like it, feel free to leave some feedback if you have any thoughts.

Power Through Blood

At 1st level, your practice in blood magic has gained you access to a pool of Blood Dice, which are d6s. The amount of dice in this pool is equal to 2 + your Spellcasting Modifier. When you cast a spell, you may expend an amount of Blood Dice equal to the spell’s level instead of using a spell slot. When you cast a spell this way, you ignore the material components of the spell that are less than 50gp. When you expend a Blood Dice, roll it and take necrotic damage that cannot be reduced in any way. In addition, this damage ignores Temporary Hit Points. You regain all of your expended Blood Dice when you finish a short or long rest.

Alternate Spellcasting Ability

Also at first level, you may choose to have your spellcasting ability become Constitution instead of Charisma. “

Breaking the forth wall, probably ask your DM before implementing this. You'll also have to do this manually, since I can't have two versions up due to them having the same name. Just add this version to your homebrew collection, make a copy and change the spellcasting ability to Constitution in the editing menu. Sorry this couldn't be more streamlined.

Sanguine Augment

At 6th level, your blood has become more attuned to the Weave, empowering your magic. When you would expend Blood Dice to cast a spell that deals damage, it deals additional necrotic damage to hit creatures equal to the amount rolled on the expended Blood Dice. Additionally at 6th level, your Blood Dice pool increases by 2.

Hemomancy Expertise

At 14th level, your raw connection to the arcane has reached new heights, empowering your magics further. Whenever a creature dies within 60ft of you, you regain 1 Blood Dice. Additionally, you may roll a d6 and regain hit points equal to the result. You cannot exceed the total amount of Blood Dice your pool can hold this way (you may still heal through this feature, even if you have the maximum amount of Blood Dice). Also at 14th level, your Blood Dice pool increases by 2.

Crimson Command

At 18th level, you have achieved mastery over your blood magic. Once per long rest, as an action you may expend 4 Blood Dice to cast Command at 9th level. This version of Command has the following alterations:

-Creatures don’t have to understand a language you speak to be effected
-The duration is 1 minute instead of 1 round. At the beginning of each of your turns, you may issue a new command as a bonus action. Affected creatures may roll a new Wisdom saving throw each round, regardless of whether a new command was given.
-Unless the command you give is directly harmful, creatures roll their Wisdom saving throw with disadvantage. You may issue directly harmful commands, in which the creature rolls their saving throw normally.

Previous Versions

Name Date Modified Views Adds Version Actions
9/15/2023 2:41:25 PM
5
1
Charisma
Coming Soon
9/15/2023 2:45:11 PM
2
0
Constitution
Coming Soon

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