Base Class: Sorcerer
All power comes at a cost. Life, freedom, reputation, or one's own soul, no one knows this better than the blood sorcerer and those ancient ritualists who lead to this sorcerer's creation. As a blood sorcerer, your innate magic draws from the life force of all living things around you. You might trace your lineage back shadowy cultists whose souls were stained from years of practicing blood magic, or perhaps you were created whole cloth from one such ritual. Others of your kind often live in isolated groups, or as well kept secrets in noble houses.
Blood sorcerers possess the power to deal great harm -- both to others and themselves.
Sacrifice
At 1st level, you gain the ability to sacrifice your own life force in exchange for magical power. As an action, you may choose to take 2d6 damage in order to restore one first level spell slot. At higher levels you may choose to take more damage in order to restore higher level spell slots, no higher than level 5.
|
SPELL SLOT LEVEL |
Health Point cost |
|---|---|
|
1st |
2d6 |
|
2nd |
4d6 |
|
3rd |
5d6 |
|
4th |
6d6 |
|
5th |
8d6 |
Blood Burst
You gain the ability to tether your life force to another creature's. As an action, choose a creature within 60ft to make a constitution saving throw. On a failed saving throw, that creature takes force damage up to 2xd4, where x equals a number of your choice, up to your sorcerer level. On a successful save, your target takes half damage. You take whatever damage your target takes from this action.
At 6th level, this damage increases to 4xd4.
Blood Runes
Starting at 6th level, you gain the ability to store blood magic for later. When you use your Sacrifice feature, instead of gaining a spell slot you may choose to carve a rune into your skin. You may at any time afterwards activate this rune as a bonus action, at which point you gain the spell slot you would have gained initially, and take half the damage you did when using your sacrifice feature to carve the rune.
You may carve a number of runes into your skin equal to your charisma modifier (minimum 1).
Unbroken
At 14th level, your life force persists even in death. As blood seeps out of you, it begins to form into sentient creatures that will defend you. When you are reduced to 0 hit points or are incapacitated against your will, you gain the benefits of animate objects as if it were cast at 7th level, where the animated objects are globules of blood (size of your choosing) that deal bludgeoning damage. You may give them one dying command. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, or until you are brought back to 1 hit point or un-incapacitated.
In addition to this, you may choose to not make death saving throws so long as the animated globules of blood are alive.
Unbreakable
At 18th level, your body has grown tough from constant torture. You gain resistance to physical damage, you now take half damage from your sacrifice and blood burst features, and you also may carve a number of blood runes equal to twice your charisma modifier (minimum 2).
In addition to this, you gain 2 constitution, up to a maximum of 30, and may add your constitution modifier to saving throws.
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Posted Jul 26, 2019One of the parts of the 5e sorcerer class I really liked was it's ability to specialize. You really like that 2nd level spell? Do you want to ONLY cast that second level spell? Well, just turn all of your other spell slots into second level spell slots and spam the same three spells over and over!
However, a lot of other sorcerer subclasses encourage spamming specific spells -- elemental spells for dragon sorcerers, thunder and lightning for storm, and healing for divine soul. Blood sorcery gives you the option to spam something like animate objects. Or don't. Blood sorcery gives you the option to choose any spell to focus on by replacing elemental benefits with more neutral ones.