Sorcerer
Base Class: Sorcerer
Blood mages are often considered to be a myth, and a dangerous myth at that. Most common folk consider the idea of blood magic appalling and outright evil. In most cases, they would be right. But some Blood mages are simply beings that discovered power within their bodies and learned to use it. Blood mages often start out simply trying to exercise control over the magic within them, and discovering that with discipline and practice they can use that internal magic to great effect.

Expanded Spell List

Add the spell Vampiric Touch to your Sorcerer spell list.

If you have Xanathar's Book of Everything, you can add the spells Summon Lesser Demon, Summon Greater Demon, and Infernal Calling to your sorcerer spell list, they are described in that book.

Blood Well

Your spellcasting functions differently than that of most Sorcerers. You use your own Blood, and the latent magic therein to cast spells. Your spellcasting ability is Constitution instead of Charisma. You do not gain sorcery points or spell slots as normal for Sorcerers.

You have a number of Blood points per long rest according to the Blood Points table. After every long rest, your Blood Points reset to the number in the table, even if you had more before the rest.
Level
Blood Points
Max Spell Level
1
4
1st
2
6
1st
3
14
2nd
4
18
2nd
5
27
3rd
6
32
3rd
7
32
4th
8
44
4th
9
56
5th
10
64
5th
11
72
6th
12
72
6th
13
82
7th
14
82
7th
15
95
8th
16
95
8th
17
106
9th
18
114
9th
19
122
9th
20
122
9th
Blood points can be used similarly to normal sorcery points, except that they directly cast spells instead of creating spell slots, and can also cast spells of 6th-9th level. The conversion rate for Blood points to spell slots is shown in the conversion table.

Spells of 6th through 9th level put tremendous strain on the caster's body. Only two each of 6th and 7th level spell slots, and one each of 8th and 9th level spell slots can be created per day.
 
Spell Level
Blood Point Cost
1
2
2
3
3
5
4
6
5
7
6
10
7
11
8
12
9
15
 
You are also immediately aware of any effects that directly effect the condition of your blood, such as poisons. You have resistance to poison damage, and advantage on saving throws against effects that would inflict the poisoned condition or diseases. 
 

Blood Strength

As magic flows through your blood, your body becomes charged with occult energy. Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
Additionally, your control over your blood flow and by extension your muscles makes you very durable and agile. When you aren't wearing armor, your AC equals 10 + your Dexterity modifier + your Constitution modifier.

Blood Focus

Starting at 3rd level, you can use a melee weapon that deals slashing or piercing damage as an Blood Focus for your sorcerer spells. Such a weapon must be made of crystal or metal etched with magical runes. You can create such a focus by spending 2 hours with an adequate weapon and a tool to etch it.

As a bonus action, you can use your Blood Focus to sacrifice hit points to gain an equal number of Blood points. You can only sacrifice hit points in this way by wounding yourself with your Blood Focus. The number of hit points you sacrifice per use is determined by rolling the Blood Focus's damage dice and adding your Constitution modifier.

Hit points lost in this way can only be recovered by rolling a number of hit dice equal to your constitution modifier during long rests (this does not expend the hit dice), you regain sacrificed hit points equal to the number rolled.

If your hit points drop to 0 on your turn, and you have already used a bonus action to sacrifice hit points that turn, you do not start dying until the start of your next turn, at which point if your hit points are still 0, you start dying with one failed save. If your number of currently sacrificed hit points is equal to or greater than your hit point maximum, you die, and can only be resurrected by a 5th level or higher spell.

Blood of your Enemies

At 6th level, you learn to gain power from the blood of your enemies. When you deal slashing or piercing damage with a melee weapon to a creature, you can restore a number of your hit points equal to (Damage + Your Constitution Modifier) x 2, this healing can restore hit points sacrificed to the Blood Well feature, and hit points restored beyond your maximum are gained as temporary hit points. You cannot use this feature again until you finish a long rest. At 14th level you regain use of this feature after a short rest.
You can now use your own blood as an arcane focus for the purpose of material components and to replace the normal material component for the spells Summon Lesser Demon, Summon Greater Demon, and Infernal Calling.

Blood Affinity

Starting at 14th level, you learn to refine your use of blood when casting, and can spend 2 Blood points to add your Constitution modifier + your Charisma modifier to the damage of a spell.

In addition, you can sacrifice your hit points without a slashing or piercing weapon, when you sacrifice hit points in this way, the maximum number you can gain per turn is equal to your Strength modifier + your Constitution modifier
You also gain immunity to poison damage, the poisoned condition, and diseases.

Ascended Blood

At 18th level, you gain an ascendant control over your own blood, and can sense weak vitality in those around you.
If a humanoid creature is within 30 feet of you, and is below 50 hit points, you can sense it. If the creature is incapacitated, as an action you can project your blood out of your body and into that of the creature. During this process your body falls into a magical stasis and doesn't need food, water, or air and does not decay. 

You can, as an action, leave whatever body you are currently inhabiting, and attempt to return to your body in stasis, or any valid target of this feature.
When you enter the creature's body, if it is unwilling, it must make a Constitution save versus your spell DC, on a failed save, it's body comes under your control. The creature can make the saving throw every hour for 6 hours, at which point it's mind is completely overshadowed and erased from the host body. After the erasure, you have complete control of the body for as long as you inhabit it. All of your stats in this body are replaced by those of the host body, except for your Intelligence, Wisdom, and Charisma, and you retain your personality and alignment. You retain your class and features, except for racial features that are tied to your previous body, and your senses become those of the host body. You do not gain any abilities or features of the host body except for racial features. 

If you do not return to your original body within 7 days, it starts to decay, and dies after 7 more days. If you remain in the host body for the full 14 days, it becomes your permanent body, unless you use this feature again.
If the creature succeeds on any of it's saving throws, your blood is immediately expelled from it's body, and the creature can't be targeted by this ability ever again. 

When your blood exits a body, either by your choice or due to a successful saving throw, if there are no valid hosts within 30 feet for your blood to enter, you die. 

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