Base Class: Sorcerer
The heritage of sorcerer bloodlines is usually traced back to a line of powerful entities or forms of magic that caused the aforementioned sorcerers to gain their abilities, one of the exceptions are sorcerers whose origins stem from that of the Vilebloods.
Originating from the a distant monarchy, now forgotten; The Vilebloods do not come from any form of birthright or otherworldly cosmic force, but from an oath. To swear yourself to the Vilebloods is to indoctrinate yourself to the forbidden powers of the monarchy. The oath swears only one indisputable law upon your soul: Blood is fuel and even your own will suffice, in either case, the echoes of shed blood will permeate your connection to the ethereal forces that be.
Source: Marie's Guide to Other Worlds
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Verboten Ichor
Once you take this oath, at 1st level, you obtain access to the forbidden arts of the Vilebloods. Provided that you aren't wearing armor or using a shield, you gain proficiency with glaives, halberds, and spears, and you gain the following effects:
When you make an attack with a glaive, halberd, or spear, you may use your Constitution modifier instead of Strength or Dexterity for the attack and damage rolls of those weapons.
Your armor class equals 10 + your Charisma modifier + your Constitution modifier. This effect does not stack with other features or spells that replace your Armor Class, such as Unarmored Defense or Mage Armor.
As a bonus action, you can take necrotic damage to empower your next weapon attack this turn. You take 1d6 necrotic damage for each die you choose to roll, up to a maximum number of dice equal to your Constitution modifier. This damage cannot be reduced in any way. Your next melee weapon attack deals extra damage equal to the necrotic damage you took from this feature. At 10th level, the damage you deal is further increased to double the necrotic damage you take from this feature.
You can use this bonus action a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Art of Binding
Due to your connection to the Vilebloods, at 1st level, you can siphon blood away from both yourself and others to empower your attacks. As a bonus action, choose up to 3 creatures you can see within 30 feet of you. Those targets become magically bound to you by ethereal strings for 1 minute. The binding ends early if all targets die, you die, or you are incapacitated. While bound to at least 1 other creature, apply the following effects:
- At the start of each of your turns, each bound creature (including you) takes necrotic damage equal to your Constitution modifier (minimum of 1).
- Whenever you hit a bound creature with a melee weapon attack (not including reaction-based attacks) from a glaive, halberd, or spear, you regain hit points equal to half of your Constitution modifier (minimum of 0). This form of healing can not be added to or be increased by any form of feature, spell, or magical effect.
- Bound creatures cannot willingly move more than 60 feet away from you.
You can't use this feature again until you finish a short or long rest.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Additionally, once per turn, you can cast one of your cantrips in place of one of those attacks.
Art of Absorption
At 14th level, you obtain the ability to form blood dregs from your fallen foes. When a creature dies within 30 feet of you, you can use your reaction to create a blood dreg that lasts until you finish a short or long rest, until you die, or are incapacitated. As a bonus action, while holding the dreg, you can consume the blood dreg, restoring 3d4 + half your sorcerer level hit points. The dreg can also be administered to another creature using a bonus action.
You can obtain a number of blood dregs equal to your Constitution modifier (minimum of 1) until you take a long rest.
Art of Calciphylaxis
Beginning at 18th level, you can choose to imbue your weapons with a bloodcurdling effect. As a bonus action, you can spend 4 sorcery points to empower your next weapon attack. This effect lasts for 1 minute or until you make a weapon attack.
If you hit with the empowered attack, the target must make a Constitution saving throw against your spell save DC. On a failure, the target is paralyzed until the start of your next turn and takes 5d10 necrotic damage. On a success, the target takes half as much damage and isn’t paralyzed.
Creatures without blood or similar internal fluids automatically succeed on the saving throw.
Previous Versions
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12/31/2025 5:04:53 AM
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17
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2014
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12/31/2025 5:30:45 AM
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12
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V2 - 2014
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1/24/2026 4:15:55 AM
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83
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5
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1.2
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Coming Soon
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