Sorcerer
Base Class: Sorcerer

You have learned the power of your magical blood. You can now use it to empower your spell casting, of course this comes at a cost. As your enemies perish with this magic, so does your life force, the price is yours to pay.

Blood Bypass

At level 1, learning the taboo art of using you magical blood to enhance spells in different ways. You first must sacrifice a part of your blood by slicing open your wrist. Take 1d6 + spell slot used, slashing damage (can not be reduced through armor to other wearable items). After your sacrifice, you can choose one of the following effects. You can repeat this more than once for a spell, but you can not choose the same effect to stack. 

Ex: 7th level sorcerer, one action = cast fireball, spend 1d6 + 3 HP to up spell level, spend 1d6 + 3 HP for lasting effect, and spend 1d6 + 3 to add one more hit die. The fireball will in total deal 10d6 fire damage and half the rolled amount on the sorcerers next turn.

Effect blood bypass
Concentration You can now use one spell without loosing consecration of the previous spell, up to 3 concentration required spells at a time can be in effect.
Level You can up cast a spell to the next level without using that spell slot. You can’t cast spells of a spell slot level that you don’t have access to.
Attack/Save  The spell attack or spell DC go up by the amount of health you lost to activate this feature.
Damage Roll one more damage die when casting a spell.
Lasting Half of the damage taken by the target(s) from the spell will also be taken at the beginning of your next turn. Rounded up, minimum of 5.

Tougher Caster

At level 1, you now use a d8 for all of your hit die purposes. This includes hit points and leveling up.

Used to The Pain

Starting at 6th level, you can spend 1 sorcery point and increase your AC by 5 for one minute.

Blood Taboo

Starting at 14th level, you can take 2d6 slashing damage to force a creature to make an intelligence save against your spell dc save. On a successful save , nothing happens. On a failed, you have control of that creatures actions for one minute. You can ask it to do simplistic things like attack or walk somewhere as a Bonus Action. You can use an action to use the creatures senses, however for the time being you can’t use your own. This works only on creatures that have blood.

Master Caster

At 18th level, you can take 1d10 damage and cast a spell that requires an action even if you’ve used your action for something else.

Previous Versions

Name Date Modified Views Adds Version Actions
7/3/2019 4:50:04 PM
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7/5/2019 3:10:23 AM
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7/9/2019 1:49:52 AM
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7/9/2019 2:29:11 AM
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