Sorcerer
Base Class: Sorcerer

A blood mage sacrifices their own life force to perform magic. Some may find this bizarre or disturbing, but the blood mages find it natural. They are tougher than the average spellcaster, and are descended from fiends.

NOTEBLOOD MAGES CANNOT CAST HEALING SPELLS. REMOVE THEM FROM THEIR SPELL LIST.

Crimson heritage

The type of magic you command is infused with the fiendish blood within your own. You can speak, read, and write Infernal or abyssal. Knowing this language allows you to understand and be understood by those who speak it. The fiendish blood in your veins increases your Hit points instead of what the sorcerer class features say you have

Hit Points

Hit Dice: 1d12 per sorcerer level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per sorcerer level after 1st

Blood magic

You have access to spells that the sorcerer table would give you spell slots for, however, you damage yourself to cast these spells and have no spell slots. you cannot take damage in this way if doing so would put you below one hit point.

1st level: 3 hp

2nd level: 7 hp

3rd level: 12 hp

4th level: 18 hp

5th level: 30 hp

6th level: 48 hp

7th level: 56 hp

8th level: 63 hp

9th level: 71 hp

 

Twisting The Knife

From 6th level foward you can make a bonus action melee touch attack against a creature, taking 1d4+X damage, dealing X damage to the creature that you touch on a hit. Determine the damage before you make the attack. You take the damage even if you miss the attack. You also cannot use this feature if doing so would put you below one hit point. You determine X's value.

Fiend's Wings

At 14th level, you gain the ability to sprout a pair of demonic wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Retribution of the Wounded

Beginning at 18th level, you can deal double damage with your damaging spells to creatures with over half of their hit point maximum. Additionally, your spells below sixth level cost half as many hit points (rounding up) to cast as long as you have less hit points than your hit point maximum at the moment.

Previous Versions

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