Base Class: Sorcerer
Tbe Blood War Sorcerer Focuses on using its own hp as a resource
Strength in Blood
Reverberations from the Blood War ripple through the realms and resonate within you, granting you control over the essence within your body to ready yourself for bloody conflict. As a bonus action, you can expend one Hit Die and roll it, dealing the result as necrotic damage to yourself. This damage cannot be reduced or negated. You pour your burning blood onto a melee weapon you are holding, turning it into your Blood Weapon and allowing you to change its shape into any other melee weapon. Alternatively, if you lack a melee weapon, you may instead pull your blood from your body and manipulate its shape and density into the form of any melee weapon of your choice. You may only have one Blood Weapon at a time.
You are proficient with this Blood Weapon and may use its mastery property. You may use this weapon as a spellcasting focus. When you attack with this weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack. The weapon maintains its shape until you return the blood to your body (no action), the weapon leaves your grasp, or you use another bonus action to change its shape again. If you return the blood to your body, you regain the Hit Points and Hit Die you lost to create the weapon.
Blood Bloat
Your blood has siphoned the energy of the demonic war for control. Your Mastery of your own essence grants you additional benefits when wading through the battlefield. So long as you wear no armor, your AC is equal to 10+Constitution+Charisma modifiers.
Additionally, your control over blood can extend to the blood you spill as well, allowing you to absorb it and strengthen you. Once per day, at the end of a combat encounter where you hit a creature that is not an Undead or Construct with a melee attack, you can increase your maximum Hit Points by 1.
Sanguine Armature
Your Blood is a weapon. and you its wielder. your continued mastery of your own essence grants you the following benefits.
Starting at 6th level, you gain the ability to enhance your abilities, transforming your own body to match the essence of the entities that grant you your power.. As a bonus action, you may take either the Demon or Devil form by expending two of your hit dice, rolling them and taking the result as necrotic damage. This damage cannot be reduced or negated. For the next 10 minutes, you gain the following benefits based on which form you chose.
Demon: You gain 40 temporary hit points. You can attack twice instead of once whenever you take the Attack action on your turn. You have a +1 bonus to attack and damage rolls made with your blood weapon. Your blood weapon deals an additional 1d4 necrotic damage which cannot be reduced or negated. Once per turn, when you hit a creature with a melee attack, you may heal an amount equal to your proficiency bonus.
Devil: You gain 2 sorcery points. You gain a +1 bonus to your spell attacks and to your spell save DC. Whenever you cast a spell that deals damage, that spell deals an additional 1d6 fire damage. Any hostile creature that ends its turn within 10 feet of you takes 1d4 fire damage. Once per turn, when you cast a spell and deal damage to a creature, you may heal an amount equal to your proficiency bonus. Additionally, when you take either form, you may chose to expend additional hit dice up to a total equal to your proficiency bonus, granting you additional benefits as shown in the Sanguine Armature table.
Sanguine Armature Hit Dice Table
| DEMON FORM | TOTAL HIT DICE EXPENDED | DEVIL FORM |
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As you take your demon form choose any number of creatures within 5 feet of you. Those creatures take the same amount of necrotic damage you took when taking this form. this damage cannot be reduced or negated. |
3 |
As a bonus action you may teleport to an unoccupied space you can see within 30 feet. When you do creatures within 5 feet of the space you left make a dexterity saving throw taking 1d6 fire damage, or half as much damage as a successful save |
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Whenever you hit a creature with a melee attack, that creature must make a strength saving throw or be knocked prone |
4 |
You gain a Flying Speed of 60 feet |
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You gain an additional 30 feet of walking speed. You can attack 3 times instead of once whenever you take the attack action on your turn |
5 |
You have advantage on saving throws against spells and other magical effects |
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When you take this form. Choose any number of creatures within 30 feet of you. Those creatures must make a wisdom saving throw. On a failure, a creature must take the attack action on each of its turns, making melee attacks against a random creature within its reach. If no creatures are within reach it uses its movement to move toward the nearest creature and make its attack against them or it makes a ranged attack against a random creature, throwing its weapon if necessary. A creature may repeat this saving throw at the end of each of its turns. |
6 |
Choose one of your metamagic options once per turn, you may spend 1 fewer sorcery points to use that metamagic option |
Scarlet Sorcery
Yor Matery of Sanguimancy has greatly increased, allowing you to use your own health to enhance your innate magical abilities.
You may spend Hit Dice to regain Sorcery Points, rolling the hit dice and taking the result as necrotic damage. This damage cannot be reduced by any means. Additionally, your Metamagic options gain effects that can extend to you and your melee strikes. Once on your turn, whenever you take the Attack action, you may choose one of your Metamagic options, spending the number of Sorcery Points as normal and gaining the effect listed below until the start of your next turn.
Careful Spell. You may take the Disengage action as a bonus action. Additionally, whenever you make an attack of opportunity, you may move up to half your walking speed before making the attack. This movement does not provoke attacks of opportunity.
Distant Spell. Whenever you attack with a Blood Weapon, you may replace its mastery property with Slow for that attack. Additionally, your weapon gains the Thrown (30/120 ft.) property until the start of your next turn and does not lose its shape when thrown until after the attack has hit or missed, at which point another Blood Weapon of the same shape forms in your hand with the same properties (no action or hit dice required). If your Blood Weapon has the Two-Handed property, instead of the Thrown property it gains an additional 15 feet of reach.
Empowered Spell. You may add an extra damage dice to all of your melee attacks. You may also reroll the damage rolled on your damage dice but you must take the new roll.
Extended Spell. Whenever you hit a creature with your Blood Weapon, it must make a Constitution saving throw. On a failed save, the creature takes additional damage equal to half the damage they took from your attack at the end of their next turn.
Heightened Spell. Whenever you attack with a Blood Weapon, you may replace its mastery property with Graze for that attack. Additionally, once per turn, if you kill a creature while making a melee attack, you may make an additional melee attack at a creature within 5 feet of the killed creature that is also within your reach.
Quickened Spell. Your AC increases by 2, you have advantage on Dexterity saving throws
Subtle spell. Whenever you attack with a Blood Weapon, you may replace its mastery property with Vex for that attack. Additionally, your weapon gains the Finesse property, and you may immediately change the shape of the weapon (no action).
Transmuted Spell. You may change the damage type of your Blood Weapon to Acid, Cold, Fire, Lightning, Necrotic, Poison, or Thunder. You may also change the shape of your weapon before each attack (no action).
Twinned Spell: Whenever you attack with a Blood Weapon, you may replace its mastery property with Nick for that attack. If your weapon lacks the Heavy property, it also gains the Light property and you create an exact duplicate until end of turn. If your weapon has the Heavy property, you may make one additional attack as a bonus action this turn instead.
Apocalypse COME!
Starting at 18th level, you become a true embodiment of the Blood War, your body transforming itself further to match the great generals of cruelty. Once per day, while your Sanguine Armature is active and you fail a saving throw, you may instead choose to succeed on that saving throw.
When using your Sanguine Armature form, you always gain the following benefits based on which form you take.
Demon. You gain flying speed equal to your movement. Whenever you successfully hit a creature with a melee attack, you may choose either to pull the target up to 25 feet straight toward you, or the target can no longer take reactions.
Devil. As a bonus action, choose a creature you can see within 120 feet. That target makes a Constitution saving throw as its insides begin to boil and expand. On a failure, it and creatures within 10 feet take 3d6 fire and 3d6 necrotic damage. On a successful save, the target takes half as much damage only. This damage is not affect by resistance or immunity.
Additionally, if your hit points are reduced to 0 while your Sanguine Armature is active, you explode in a bloody, fiery mess. Each creature within 20 feet of you makes a Dexterity saving throw, taking 9d6 fire and 9d6 necrotic damage, or half as much on a success. If any creature is reduced to 0 hit points by this explosion, you return to life as your blood reconstitutes you from the gore, even if your body had been completely destroyed. You can't use this feature again until you finish a long rest.
Blood War Sorcerer Expanded Spell List
| Sorcerer Level | Spells |
| 3 | Armor of Agathys, Wrathful Smite, Shining Smite, Crown Of Madness |
| 5 | Spirit Guardians, Blinding Smite |
| 7 | Compulsion. Staggering Smite |
| 9 | Banishing Smite, Reincarnate |
Previous Versions
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4/6/2026 2:51:55 PM
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