The group that turned into the Children of the Will O'Wisp is much older than the practice of infusing oneself with the essence of a Will O'Wisp. Many died in the attempt of infusing themselves with the most fearsome creatures the world had to offer before the ones remaining got their hands on a Wisp. The Children of the Wisp are granted immense power at the cost of their sanity as the Wisp inflicts an addiction to its kin to them.

Their blood erupts the Wisp as flares of ghostly light. Experienced Children of the Wisp can channel it to cast spells and ascend their senses.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.

Cantrips

You learn two cantrips from the sorcerer spell list. You learn another sorcerer cantrip of your choice at 10th level.

Spell Slots

The Spellcasting table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.

Spells Known of 1st-Level and Higher

You know two 1st-level sorcerer spells of your choice.

The Spells Known column of the Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Spellcasting Ability

Wisdom is your spellcasting ability for your sorcerer spells, since you learn your spells based on observation of the powers your tainted blood create. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

 

Children of the Will O'Wisp Spellcasting

Blood hunter

Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

2

2

1

—

—

—

4th

2

2

1

—

—

—

5th

2

3

2

—

—

—

6th

2

3

2

—

—

—

7th

2

4

—

2

—

—

8th

2

4

—

2

—

—

9th

2

5

—

2

—

—

10th

3

5

—

2

—

—

11th

3

6

—

2

—

—

12th

3

6

—

2

—

—

13th

3

7

—

—

2

—

14th

3

7

—

—

2

—

15th

3

8

—

—

2

—

16th

3

8

—

—

2

—

17th

3

9

—

—

2

—

18th

3

9

—

—

2

—

19th

3

10

—

—

—

2

20th

3

11

—

—

—

2

Swirling Wisp-Light

Beginning at 7th level, you can control the Will O'Wisp bound to your blood to cast spells.

Hitting an attack using a weapon imbued with a crimson rite enables you to cast a spell at 1st level. The spells Level increases by one at 17th level.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Wisp Rite

Weapons imbued with a Crimson Rite hold it while within 1000 ft of you.

Thrown weapons loose their rite once the attack is complete.

Dream Sight

Beginning at 15th level your mastery over your Wisp infused blood allows you to temporarily enhance your vision to a superhuman level. Nothing within 60 ft of you can escape your eyes as long as it is on the same plane of existence as you.

The payoff is that your surroundings shift into surreal dreams, from surreal landscapes to horrifying monsters.

Dark Frenzy

Beginning at 18th level you have learned to harness the dark powers of the Will O'Wisp inside you and use them to your advantage.

Choose up to two times your Wisdom modifier (min 2) targets to become frightened of you and to make a Wisdom Saving Throw. On a fail the target takes 4d10 psychic damage.
At the start of every turn a target can make a Wisdom Saving Throw to free themselves from being frightened of you.

 

On a success against any Saving Throw for being frightened by you they are no longer frightened, on a fail they take 2d10 psychic damage if you choose so.

Previous Versions

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