Base Class: Sorcerer
Magic power in blood
Blood Components
Your blood can replace any material component a spell requires. If it has a money cost you can receive 1d6 necrotic damage for every 50gp. If the materials have a set value, put it doesn't reach 50gp you still have to take 1d6 damage.
Coagulate
You gain the cantrip Spare the dying. Additionally, if you fall unconscious you stabilize automatically. You still can start making death saves and die if you take damage.
Homunculus Familiar
You can use your blood to create an homunculus as the creature described in the monster manual. This process takes you eight hours and the homunculus is connected to you as if it was your familiar summoned with the Find Familiar spell except that it can attack.
Bloody spells
You learn one additional spell when you reach certain levels in this class, as shown on the 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.
Cure wounds
At 1st level you can choose between Cure wounds or Inflict wounds as the spell granted by your Sorcerous Origin.
Harm
At 11th level you can choose between Heal or Harm as the spell granted by your Sorcerous Origin.
Heal
At 11th level you can choose between Heal or Harm as the spell granted by your Sorcerous Origin.
Inflict wounds
At 1st level you can choose between Cure wounds or Inflict wounds as the spell granted by your Sorcerous Origin.
Font of Blood
As an action or bonus action, you can sacrifice health to gain sorcery points. You regain as many sorcery points as d6 of necrotic damage you decide to take.
Target Blood
When you cast a spell that targets only one creature, if you are touching their blood you can apply one metamagic option without spending sorcery points.
Blood Damage (metamagic)
You gain an extra metamagic option that allows you to affect the blood of your spell’s targets. You can spend a sorcery point to change a spell saving throw to constitution and it´s damage to necrotic.
Teleport by blood
You learn the spell Bloodjump. This counts as a 4th level sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Thick blood
You are resistant to all non magical damage.
Bound by blood
As an action you bind to a number of friendly creatures of your choice. The number of targets can't be greater than your proficiency modifier. You share all your hit points and damage taken. The effect ends after 8 hours or can also be dispelled instantly by you. The remaining hit points are divided equally among the bound creatures rounded down. If enough damage is dealt to reduce your hit point pool below the number of creatures bound, the connection ends. Instead of being reduced to 0 hit points and falling unconscious, everyone is left with 1 hit point. After you use this feature, you can't do so again until you finish a short or long rest. You can't have more than one use of this feature active at any time.
Previous Versions
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8/10/2024 2:51:12 PM
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Coming Soon
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