Base Class: Sorcerer
Often the result of genetic experimentation and divine intervention, these sorcerers are empowered by their innate magic. They are less adept spell-casters than their counterparts but make up for it with incredible strength and vigour and a disposition for Blood Magic, which they wield like few others. Additionally, they boast a resistance to magical damage and an ability to infuse their attacks with their own magical energy.
They are commonly seen as monster hunters, bodyguards to important figures and elite mercenaries due to their versatile combative nature.
Enchanted Resilience
Starting at 1st level. As magic flows through your body, it causes physical traits of your magical physicality to emerge. At 1st level, your hit point maximum increases by 2 and increases by 2 again whenever you gain a level in this class.
Enchanted Agility
At 1st level, you gain 10ft of walking speed. Additionally you gain: +1 to your initiative modifier. +2 on Dexterity Saving throws and +1AC.
Spell Absorption
Starting at 6th level, you can spend 1 sorcery point to gain resistance to magical damage for 1 hour.
Potent Blood Magic
Starting at 14th level. As your magical power has grown, you learn to fully imbue your spells with your blood's energy. You may re-roll any dice that land on 1 when determining the damage you deal or heal with spells.
Bolstering Aura
Beginning at 18th level, you can channel the magical essence in your blood, causing a swirl of magic around you which imbues you and your allies with supernatural endurance.
You can spend 5 sorcery points to draw on this power and exude an aura to a distance of 60 feet. Each friendly creature in this aura gains 10d10 Temporary Hit Points for 1 minute.
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