Sorcerer
Base Class: Sorcerer

Whereas other sorcerer's can trace back through their family history to find the defining moment their power entered the lineage, a blood magic sorcerer's "lineage" is created when one such sorcerer takes an apprentice, giving the student a bit of their own blood for the purpose of "awakening" the latent magic in their pupil. The process repeats when the apprentice is discharged from their study to hone their own abilities and find an apprentice of their own.

Essence Thief

At 1st level, you gain the ability to leech life from your enemies after hitting them with an offensive spell. When hitting an enemy with a spell, if damage is dealt, roll one of that spell's damage dice and gain temporary hit points equal to the number rolled. The temporary hit points gained from this ability do stack with multiple uses. This ability increases to two damage dice at level 14.

Tainted Blood

The magic coursing through your veins allows you to identify and isolate anomalies in the blood of yourself and others.

Once per long rest, you can take 1 minute to cure a creature you touch of one disease or the poisoned condition.

Blood for Power

Starting at 6th level, your understanding of the power of life essence deepens. You learn the secrets of exchanging life for power, allowing you to exchange 6 temporary hit points to regain 1 sorcery point.

Blood Storm

At 14th level, you gain the ability to use your own blood as a weapon. As an action, you may reduce your base (non-temporary) hit points to make a ranged spell attack against a target, inflicting necrotic damage equal to the amount you reduced your hit points by on a hit, and forcing the target to make a Constitution save equal to your spell save DC to resist any poisons or diseases you are currently afflicted with.

The sudden loss of blood does have adverse affects on your body, increasing your exhaustion level by one for each use of this ability.

Transcendant Transfusion

Beginning at 18th level, your near perfect grasp of blood magic allows you to heal yourself when you kill an enemy. Upon making the killing blow, if the creature had taken piercing or slashing damage during the battle, you may regain hit points equal to a d6 per level of the creature's CR (minimum 1d6). If the hit points restored would be more than your hit point maximum, the remainder may be treated as temporary hit points that stack with those gained from Essence Thief.

In addition, your peerless knowledge of life essence and vitality renders you more hearty. Your Constitution score and the maximum for that score are increased by 2.

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