Sorcerer
Base Class: Sorcerer

Sorcerers branded with this title were born with the rare and taboo ability to manipulate the lifeforce of neigh every living, breathing being; blood. It's not for certain what caused this small group of individuals to gain these grotesque abilities. However, some people speculate it has a strong connection to the Crimson Perversion, a tragic and bleak catastrophy brought on by the tyrannical wizard Diu Rnal. It's speculated that the countless masses of slaughter and ruination that he and his apostles dealt to the lands of Curn had left an everlasting impact upon those who bore witness to the event, as well as their descendants, the rivers of blood tainting the genepool till the ends of time immemorial. Regardless of their origin, one thing is for certain. Neigh almost every one born with this magic has led a violent life, full of death and carnage, to the point thay if one is to be seen having these capabilities, they're to be either exectued on the spot, or imprisoned for the rest of their lives, as to prevent the possiblity of another catastrophy. So it is your choice. Either hide your macabre abilities, and try to use them for the benefit of Curn, or embrace the violence stirring up within you. After all, blood is thicker than water, and who doesn't mind taking a dip every once in a while?

 

Additional Spells

You learn additional spells when you reach certain levels in this class, as shown on the Crimson Spells table. Each spell 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 conjuration spell from the sorcerer, warlock, or wizard spell list.

Crimson Spells Table


 

Sanguine Magic

Beginning at 1st level, you can use the blood coursing through your veins to surge out of you, inflicting harm upon yourself but transforming your magic into Sanguine Spells. As a bonus action, you can expend and roll 3 hit dice, taking necrotic damage equal to the total number rolled (the necrotic damage taken in this way cannot be recuded or lowered in any way), and your next spell cast this turn transforms into a Sanguine Spell. Creatures hit by a Sanguine Spell take an additional 1d8 necrotic damage and must succeed on a Constitution saving throw, where the DC equals your spell save DC. On a failed save, the target begins to bleed from their orifices for 1 minute. Creatures bleeding in this way have disadvantage on Constitution saving throws. During the end of their turns, they can repeat the saving throw to end the effect early.

Anemic Animation

Starting at 6th level, you've learned to use your life force in more creative ways than before, weilding it in different shapes and forms against your foes. As an action, you can expend and roll 3 hit dice, taking necrotic damage equal to the total number rolled (the necrotic damage dealt this way cannot be reduced or lowered in any way), and draw your blood from your veins, causing it to take form. You choose the form your blood takes from the following: 

 

Name Description
Red Rain Your blood begins to shower in a 15-foot radius centered on a point that you can see within 60 feet of you. The area becomes difficult terrain for all creatures except you and your allies. If a creature within the area is bleeding via a Sanguine Spell, they must make a DC 15 Constitution saving throw, being blinded while within the area on a failed save. If an ally walks into the area for the first time, they regain 2d4 hit points, and additionally have their movement speed increased by 5 while within the area.
Hemoglobe For 1 minute, your blood forms into a shimmering sphere of crimson. This orb takes up a space of 5 feet, forming in an unoccupied space of your choosing that you can see within 60 feet of you. Any hostile creature that walks within 10 feet of the orb must make a DC 15 Constitution saving throw, or take 2d8 necrotic damage and lose their remaining movement speed, as they have their vitality sapped from them. On a successful save, they only take half the damage and are unaffected otherwise. If a creature is bleeding via a Sanguine Spell, the necrotic damage dealt increases by 1d8. If an ally walks within 10 feet of the orb, they gain 1d8 temporary hit points while they remain within 10 feet of it. Once the temporary hit points are depleted, or they walk out of range of the orb, they lose all temporary hit points gained by it.
Sanguine Shackles You morph your blood into a series of chains, attempting to restrain 1 target that you can see within 60 feet of you. The target must make a DC 15 Constitution saving through, becoming restrained for 1 minute on a failed save. A creature restrained in this way has their movement speed reduced to 0. If a creature is bleeding via a Sanguine Spell, they also cannot cast spells that involve verbal or somatic components, as extra chains coil around their hands and mouth. A creature can repeat this saving throw at the start of each of their turns, ending the effect early on a successful save. Additionally, you must mantain concentration on these shackles as if you were concentrating on a spell, and must use your action on your turn to maintain this effect. The effect ends if you use your action to do anything else or if you drop concentration. If a creature restrained in this way would be struck for the first time by an allies attack while your ally is within 5 feet of them, they must make an additional DC 15 Constitution saving throw, gaining vulnerability to the damage dealt by the triggering attack on a failed save.

Once you use this feature, you cannot use it again until you complete a short or long rest.

Carnage Burst

Starting at 14th level, your sanguine magic is improved, resulting in a finishing blow that renders brings yourfoes innards, outwards. If you reduce a creature to 0 hit points and kill them with a Sanguine Spell or an action from your Anemic Animation feature, you can spend 3 sorcery points to have their corpse burst, dealing 4d6 necrotic damage to any creature within a 5-foot radius of them.

Additionally, you gain a second use of your Anemic Animation feature per short or long rest, and the save DC for the Anemic Animation actions becomes 18.

Once you use this feature, you cannot do so again until you finish a long rest.

Siphon life

Finally, upon reaching 18th level, you have learned to manipulate the golden broth of all living things with an even finer precision. If a creature that you can see is bleeding via a Sanguine Spell and their current hit point total is less than or equal to their current max hit points, as an action you can spend 5 Sorcery Points to try and attempt to drain their body of the remainder of their essence. The target must make 6 consecutive DC 10 Constitution saving throws. For each failed save, they gain a level of exhaustion, gaining advantage on the remainder of their saving throws after their first successful save.

Once you use this feature, you cannot use it again until you finish a long rest.

Previous Versions

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