Sorcerer
Base Class: Sorcerer

**** All credit to Legends of Avantris: The Crooked Moon - Playtest Materials


 

The power of blood, life force, or similar sources guides your magic, fueling it with vital force and leaving you with a growing hunger deep within. You can guide this power to infuse the vitality of others, or to rip it away and steal it for yourself


Crimson Magic

1st-Level Crimson Dynasty Feature

You learn the Blood Bolt cantrip, and it doesn’t count against the number of cantrips you know. You also learn additional spells when you reach certain levels in this class, as shown on the Crimson Magic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a necromancy or transmutation spell from the sorcerer, warlock, or wizard spell lists.

Crimson Magic Spells

Sorcerer Level Spells
1st    Cure Wounds, Inflict Wounds
3rd Aid, Ray of Enfeeblement
5th Crimson Harvest*, Vampiric Touch
7th Death Ward, Locate Creature
9th Antilife Shell, Mass Cure Wounds

Blood Well

1st-Level Crimson Dynasty Feature

You hold a reserve of vital energy called your Blood Well, which you can use to empower your magic. When you make a damage roll or a roll to restore hit points to a creature, you can expend your Blood Well to add a d8 to the roll.

Once you expend your Blood Well, you can’t do so again until you finish a long rest, or until you deal 10 or more necrotic damage at one time to a creature.

Crimson Pulse

6th-Level Crimson Dynasty Feature

You can expend your Blood Well to dissolve into a pool of blood, along with everything you’re wearing or carrying, for 1 hour. The transformation ends early if you drop to 0 hit points, or if you choose to end it (no action required). 

While in blood form you gain the following benefits:

  • Your walking speed becomes 10 feet.
  • You gain a swimming speed and climbing speed equal to your walking speed, and you can climb difficult surfaces such as upside down on ceilings without making an ability check.
  • You have resistance to nonmagical damage.
  • You have advantage on Strength, Dexterity, and Constitution saving throws.
  • You can pass through small holes, narrow openings, and even mere cracks.
  • You can enter and occupy the space of another creature. 

While in blood form, you can’t talk, manipulate objects, attack, or cast spells.

Unquenchable Vitality

6th-Level Crimson Dynasty Feature

You have resistance to necrotic damage, and when you finish a short rest you can expend your Blood Well to reduce your exhaustion level if any by 1.

Vital Sacrifice

14th-Level Crimson Dynasty Feature

You can feed on your own life essence to fuel your magic. As a bonus action, you can expend a Hit Die and choose one of the following benefits:

  • You regain the use of your Blood Well.
  • Expend your Blood Well to make the next Metamagic option you use this turn cost no sorcery points.

Ravenous Siphon

18th-Level Crimson Dynasty Feature

Your hunger for vital essence is unquenchable. As an action, you can unleash tendrils of blood that lash any creatures of your choice within 30 feet of you. A target must make a Constitution saving throw, taking 5d8 necrotic damage on a failed save, or half as much damage on a successful one. If your Blood Well is already expended when you use this action, the targets have disadvantage on the saving throw. You regain a number of hit points equal to the damage roll. Once you use this feature, you can’t do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.


**** All credit to Legends of Avantris: The Crooked Moon - Playtest Materials

Crimson Magic

You learn the Blood Bolt cantrip, and it doesn’t count against the number of cantrips you know. You also learn additional spells when you reach certain levels in this class, as shown on the Crimson Magic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a necromancy or transmutation spell from the sorcerer, warlock, or wizard spell lists.

Crimson Magic Spells
Sorcerer Level Spells
1st    Cure Wounds, Inflict Wounds
3rd Aid, Ray of Enfeeblement
5th Crimson Harvest*, Vampiric Touch
7th Death Ward, Locate Creature
9th Antilife Shell, Mass Cure Wounds

Blood Well

You hold a reserve of vital energy called your Blood Well, which you can use to empower your magic. When you make a damage roll or a roll to restore hit points to a creature, you can expend your Blood Well to add a d8 to the roll.
Once you expend your Blood Well, you can’t do so again until you finish a long rest, or until you deal 10 or more necrotic damage at one time to a creature.

Crimson Pulse

You can expend your Blood Well to dissolve into a pool of blood, along with everything you’re wearing or carrying, for 1 hour. The transformation ends early if you drop to 0 hit points, or if you choose to end it (no action required). 

While in blood form you gain the following benefits:

  • Your walking speed becomes 10 feet.
  • You gain a swimming speed and climbing speed equal to your walking speed, and you can climb difficult surfaces such as upside down on ceilings without making an ability check.
  • You have resistance to nonmagical damage.
  • You have advantage on Strength, Dexterity, and Constitution saving throws.
  • You can pass through small holes, narrow openings, and even mere cracks.
  • You can enter and occupy the space of another creature. 

While in blood form, you can’t talk, manipulate objects, attack, or cast spells.

Unquenchable Vitality

You have resistance to necrotic damage, and when you finish a short rest you can expend your Blood Well to reduce your exhaustion level if any by 1.

 

Vital Sacrifice

You can feed on your own life essence to fuel your magic. As a bonus action, you can expend a Hit Die and choose one of the following benefits:

  • You regain the use of your Blood Well.
  • Expend your Blood Well to make the next Metamagic option you use this turn cost no sorcery points.

Ravenous Siphon

Your hunger for vital essence is unquenchable. As an action, you can unleash tendrils of blood that lash any creatures of your choice within 30 feet of you. A target must make a Constitution saving throw, taking 5d8 necrotic damage on a failed save, or half as much damage on a successful one. If your Blood Well is already expended when you use this action, the targets have disadvantage on the saving throw. You regain a number of hit points equal to the damage roll.

Once you use this feature, you can’t do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.

 

Crimson Dynasty Image

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