Sorcerer
Base Class: Sorcerer

The blood of the first generation of your race pulses within you. Your physicality has been amplified to show the accentuated features of your present-day race. Your skin becoming the vibrant color of the present-day variant, your eyes shining with an unnatural magical sheen, with the blood that flows within you glistening as if it has gold flowing through it. In states of high emotion, your hair and eyes almost seem to glow as your scars start pulsing with a crimson hue.

The undiluted blood of an ancient family in your veins is highly sought after by radical Mages for its magical properties while those that hunger for power say that drinking your blood gives them immortality and unsurpassed magical power, though the price to pay might just be a curse from the Gods themselves.

Anathematizing Blood

At level 1, your blood carries an ancient protection that dates back to your race's creation and curses those that seek to harm you. You know three blood curses from the list below. You learn one additional blood curse of your choice at 6th, 10th, 14th, and 18th level. Each time you learn a new blood curse, you can also choose one of the blood curses you know and replace it with another blood curse.

Invoking a blood curse expends 1 sorcery point. You can invoke a blood curse on a creature if that creature was in contact with your blood within the last one minute. Alternatively, while your Ancient Vindication feature is active, you can invoke blood curses on creatures within range.

Each time you use your Anathematizing Blood feature, you choose which curse to invoke from the curses you know. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by taking damage equal to a roll of your sorcerer hit-die. This damage increases by another hit-die when you reach a level which you learn a new blood curse. This damage can’t be reduced in any way. An amplified curse gains an additional effect, noted in the curse’s description.

A creature can be affected by multiple blood curses from you at the same time, but none of the same kind. When a new blood curse is applied to a creature, all durations of blood curses are extended to end at the same time as the most recently invoked blood curse.

Blood Curse of Binding

When you can see a creature within 30 feet of you that is no more than one size larger than you, you can attempt to bind their extremities as a bonus action. The target must succeed on a Strength saving throw or have their speed be reduced to 0 and they can’t use reactions until the end of your next turn.

When the blood curse is extended, the cursed creature can make a Constitution saving throw at the end of each of its turns. On a success, this curse ends.

Amplified. This curse lasts for 1 minute and can affect a creature regardless of their size category. At the end of each of its turns, the cursed creature can make another Constitution saving throw. On a success, this curse ends.

Blood Curse of Bloated Agony

As a bonus action, you can place a curse on a creature so that they start to swell painfully until the end of your next turn. For the duration of this curse, the creature has disadvantage on Strength and Dexterity ability checks, and takes 1d6 necrotic damage if it makes more than one melee or ranged attack during its turn. 

If the blood curse is extended, the cursed creature can make a Constitution saving throw at the end of each of its turns. On a success, this curse ends.

Amplified. This curse lasts for 1 minute. Constitution saving throws to end this curse are made at disadvantage.

Blood Curse of Boiling

As a bonus action, you can choose up to three creatures that you can see within 60 feet of you. The target(s) must succeed on a Constitution saving throw or be cursed as their insides begin to rapidly heat, and should it have blood- it begins to boil. Each creature takes 2d8 fire damage at the end of each of its turns. While is cursed in this way, all spells you cast on the cursed creature(s) deal this additional fire damage.

If extended, at the end of each turn, each cursed creature must make a Constitution Saving throw. On a failed save it takes 2d8 fire damage and the curse continues. On a successful save, this curse ends.

Amplified. This curse lasts up to 1 minute. The cursed creature has disadvantage on Constitution saving throws for ending this curse.

Blood Curse of Exposure

When a creature you can see within 30 feet of you takes damage from an attack or spell, you can use your reaction to temporarily weaken its resilience. Until the end of the target’s next turn, it loses resistance to all the damage types dealt by the triggering attack or spell (including for that triggering effect).

When the blood curse is extended, the cursed creature can make a Constitution saving throw at the end of each of its turns. On a success, this curse ends.

Amplify. The target instead loses invulnerability to the damage types of the triggering attack or spell, but has resistance to those damage types until the end of its next turn.

 Alternative: Vulnerable X

When a creature you can see within 30 feet of you is affected by a damaging attack or effect, you can use your reaction to temporarily weaken their resilience against it. Until the end of the cursed creature's next turn, it becomes vulnerable (1d6) to one of the damage types of the triggering damaging attack or effect.

When the blood curse is extended, the cursed creature can make a Constitution saving throw at the end of each of its turns. On a success, this curse ends.

Amplified. The cursed creature becomes vulnerable (1d8 + your Charisma modifier) to one of the damage types of the triggering damaging attack or effect.

Look to this thread for rules

Blood Curse of Leeching

When you see a creature within 30-feet of you, you can force its vitality to transfer to you as a bonus action. The creature must make a Constitution saving throw. On a failure, the creature is cursed until the end of its next turn. On a success, nothing happens and the use of this curse is expended. While cursed, both you and the cursed creature are grappled as magical veins connect to each of you. While both of you are grappled in this way, half of all damage taken by the cursed creature will heal you while it is alive.

When the blood curse is extended, the cursed creature can make a Constitution saving throw at the end of each of its turns. On a success, this curse ends.

Amplified. This curse instantaneously drains the cursed creature as it takes necrotic damage equal to half your sorcerer hit dice rolled. You become restrained until the start of your next turn as you heal for the amount equal to the damage taken by the cursed creature + your Constitution modifier as the curse ends.

Blood Curse of Misplaced Trust

You are able to instill an artificial feeling of trust within a creature towards you that is within 30 feet of you, using a bonus action. For 1 minute, the creature has disadvantage on all Wisdom (Insight) checks on detecting lies from you and you have advantage on all Charisma (Persuasion) or Charisma (Deception) checks against the creature. For every lie or exploitation made against them, they can make a Wisdom saving throw to end the effect, if the effect is ended this way, the creature knows that they have been cursed.

Amplified. The creature becomes charmed by you for the next minute and cannot act on its own without verbal commands made by you. While charmed in this way, the creature is unable to cast spells or use any of its features. If the command would put the cursed creature in harm's way, the curse immediately ends. At the end of each of the cursed creature's turns, it can make a Wisdom saving throw. This curse ends on a success. When this curse ends, the creature knows that they have been cursed.

Blood Curse of Negation

As a bonus action, a creature that you can see within 30 feet of you becomes cursed to be unable harness magical energies until the end of its next turn. While cursed, if the creature attempts to cast a spell, use a magical item, or activate a magical effect, the creature must make a Constitution saving throw or take 1d12 necrotic damage and lose the spell being cast, drop the magical item being used, or fail to activate the magical effect.

Amplified. This curse lasts for 1 minute. The cursed creature has disadvantage on all Constitution saving throws made for removing this curse.

Blood Curse of the Benevolent

As a reaction to taking damage, you use 3 sorcery points to invoke the most defensive protection instilled by the creator of your race. You gain 5 temporary hit points for every hit die you have remaining which last until the end of your next turn. While you have these temporary hit points, for up to 3 times, including the triggering effect of this curse, a creature inflicts damage on you, you can choose to subject the creature to one blood curse you know, without expending additional sorcery points. You can choose to amplify these blood curses as normal.

Amplify. You also use 2 sorcery points to amplify this curse. The temporary hit points gained from this curse last for 1 minute, additionally, you gain an additional 20 temporary hit points on top of what you would already have from this curse.

Blood Curse of the Eyeless

When a creature you can see within 30 feet of you makes an attack roll, you can use your reaction to force the creature to make a Constitution saving throw or be blinded until the end of their turn on a failure. The creature is immune if it is immune to blindness.

When the blood curse is extended, the cursed creature can make a Constitution saving throw at the end of each of its turns. On a success, this curse ends.

Amplified. This curse lasts for 1 minute. On a success, this curse ends.

Blood Curse of the Fallen Puppet

When a creature within 30 feet that you can see drops to 0 hit points or dies, you can use your reaction to make that creature immediately make a single weapon attack against a target of your choice within its attack range. If the creature is alive when you curse them in this way, you can choose to stabilize it as you curse it.

When the blood curse is extended, you can use your bonus action on subsequent turns to make a single weapon attack against a target of your choice within its attack range. If the cursed creature is still alive while you control them in this way, it can make a Constitution saving throw at the end of each of its turns. On a success, this curse ends.

Amplified. You can control the cursed creature for 1 minute. On your turn, you can use your bonus action to move the creature up to half its speed and make a single weapon attack against a target of your choice within its attack range. If the cursed creature is still alive while you control them in this way, it can make a Constitution saving throw at the end of each of its turns. On a success, this curse ends and it regains 1 hit point.

Blood Curse of the Glaring Sun

As a bonus action, you curse a creature that you can see within 60 feet of you with a magical mark that causes it to be surrounded by brilliant sunlight centered around itself until the end of your next turn.

If extended, for the duration of this curse, at the end of each turn, the cursed creature must make a Constitution Saving throw. On a failed save takes 2d12 radiant damage and is blinded. On a successful save, this curse ends.

Amplified. This curse lasts up to 1 minute. The cursed creature has disadvantage on Constitution saving throws for ending this curse. Once you’ve amplified this blood curse, you must finish a short or long rest before you can amplify it again.

Blood Curse of the Malevolent

As a bonus action, you use 3 sorcery points to invoke the most harmful protection instilled by the creator of your race. Each creature of your choice within 30 feet of you must make a Constitution saving throw as a burst of ancient magic emanates from you. On a failure, each creature takes 6d4 necrotic damage and are knocked prone, or take half as much and are not knocked prone on a success. Additionally, all non-magical objects rapidly deteriorate and each creature that fails its save rapidly ages 2d4 years.

Amplify. You also use 2 sorcery points to amplify this curse. The damage of this curse increases to 10d4 necrotic damage.

Blood Curse of the Muddled Mind

When you see a creature within 30 feet of you that is concentrating on a spell, you can use a bonus action to curse them. That creature has disadvantage on the next Constitution saving throw it must make to maintain concentration before the end of your next turn.

When the blood curse is extended, the cursed creature can make a Constitution saving throw at the end of each of its turns. On a success, this curse ends.

Amplified. The cursed creature has disadvantage on all Constitution saving throws made to maintain concentration of spells for the next 1 minute.

Blood Curse of the Stalked

When you see a creature within 30 feet of you, you can use a bonus action to mark them and force it to make a Wisdom saving throw. On a failure, while it is within 30 feet of you, you are able to detect its exact location, as long as it is on the same plane of existence, without limit. The curse ends at the end of the cursed creature's turn if you are no longer within 30 feet of it.

When the blood curse is extended, the range which you are able to detect the cursed creature extends by 30 feet.

Amplified. You are able to detect the cursed creature's exact location for the next hour, regardless of distance. The curse ends if the cursed creature moves to another plane of existence or if magic breaks the curse.

Blood Curse of the Wrathful

As a bonus action, you curse a creature that you can see within 60 feet of you, it must make a Wisdom saving throw. On a failure, it is filled with overwhelming murderous, wrathful intent to everything around it. Until the end of its next turn, it will attack a creature nearest to it. 

If extended, the creature can make a Wisdom saving throw at the end of each of its turns, ending the curse on a success.

Amplify. This curse lasts up to 1 minute and the cursed creature has disadvantage on Wisdom saving throws against ending this curse.

Ancient Vindication

You can draw upon the archaic magic residing within your blood for a short time. Starting at 1st level, as an action, when you are below half the number of your total Hit Points and while you are not wearing armor or a shield, you are able to draw upon your blood from your wounds in order to form a Blood Ward around your body to gain the following benefits for 1 minute:

  • You gain temporary hit points equal to your sorcerer level + your Constitution modifier (minimum of 1)
  • While the Blood Ward is up, your armor class is equal to 8 + your Constitution modifier (minimum of 1) + Charisma modifier (minimum of 1).
  • When you are hit by a melee attack, the attacker must make a Constitution Saving Throw, on a fail, they take necrotic damage equal to a number of d6s equal to half your level rolled, and you gain temporary hit points equal to half the damage dealt. On a success, the target takes a half of the damage rolled and you do not gain temporary hit points.

This Blood Ward lasts for one minute, until you end it as a bonus action, when all temporary hit points gained from this feature are expended, or if you are incapacitated. You can use this feature once every long rest at 1st level, twice at 6th level, thrice at 14th level, and 4 times at 18th level.

Sanguinarius Potency

At 6th level, the archaic magic in your veins enables you to spill your own blood activate latent magic within you and regain magical energies. As a bonus action, you can sacrifice hit-dice to recover a number of sorcery points equal to the number of hit-dice expended. When doing so, you take necrotic damage equal to the hit dice expended, rolled. This damage cannot be reduced in any way.

You are able to use this ability as long as you have hit dice to spend.

Ancestral Semblance

Beginning at 14th level, while under extreme emotional distress you can call upon the magic of your blood to shift your form into the semblance of the first of your race. As an action, you are able to transform into a form befitting your ancient blood, gaining the following abilities for 1 minute:

  • You gain advantage on saving throws against magical effects.
  • You gain the benefits of your Ancient Vindication feature.
  • Your movement speed is doubled for the duration.
  • At the end of each of your turns, you heal for an amount equal to double your sorcerer hit die rolled.
  • When a form altering spell like Polymorph is cast on you while in your Ancestral Form, the ancient magic in your blood vehemently tries to suppress it, resulting in a Wild Magic Surge. The Polymorph fails and the result of the Wild Magic Surge is what happens instead.

This form ends early if you die or become incapacitated. Once you use this feature, you can’t use it again until you finish a short or long rest.

Absolute Lineage

Beginning at 18th level, the magic contained within your blood has become its closest to its most absolute, purest form and the protection imbued into it by your ancient race's creators has come to be fully within your own control.

You can now use Ancestral Semblance twice between rests. You no longer need to use your Ancient Vindication feature or have a creature come into contact with your blood to invoke a blood curse. As part of casting spells of 3rd level or higher, you can choose to invoke a blood curse without expending a sorcery point.

Additionally, your Constitution score increases by 2, up to a maximum of 22.

Previous Versions

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