Sorcerer
Base Class: Sorcerer

Blood War Sorcerer

The Blood War is an endless conflict between fiendish forces, a war so ancient and brutal that mortal minds can scarcely comprehend its true nature. For the Blood War Sorcerer, that conflict has left an indelible mark upon their very blood.

Whether touched by the war through ancestry, circumstance, or some unknown cosmic design, these sorcerers have become conduits for its endless violence. They draw upon their own vitality to fuel their magic, spilling blood to forge weapons and unleash power shaped by the horrors of a war that has raged for ages. Their bodies become both weapon and battlefield, their blood answering the call of distant fiends.

As their mastery grows, so too does the influence of the Blood War. Blood hardens into weapons, wounds become sources of power, and the sorcerer begins to take on the aspects of the fiends whose endless struggle fuels their magic. Those who survive long enough may cease to resemble mortals at all, becoming living embodiments of the cruelty, fury, and destruction of the Blood War itself.

Strength in Blood

3rd-Level Blood War Sorcerer Feature

The reverberations of the Blood War ripple through the realms and resonate within you, granting you control over the essence within your own body. You have learned to forge that essence into weapons capable of carrying the violence of the Blood War into the mortal realm.

As a Bonus Action, you can expend one Hit Die and roll it, taking necrotic damage equal to the number rolled. This damage can't be reduced or negated.

When you do so, you can pour your blood onto a melee weapon you are holding, transforming it into your Blood Weapon. Alternatively, if you aren't holding a melee weapon, you can draw the blood directly from your body and shape it into any melee weapon of your choice. You can have only one Blood Weapon at a time.

Your Blood Weapon uses the statistics of the weapon whose form it currently possesses. You are proficient with it, and you can use its Mastery property. You can also use your Blood Weapon as a Spellcasting Focus for your Sorcerer spells.

When you make an attack with your Blood Weapon, you can use your Charisma modifier instead of Strength or Dexterity for the attack and damage rolls.

The Blood Weapon remains in its current form until you return the blood to your body, the weapon leaves your grasp, or you use another Bonus Action to change its form. You can return the blood to your body without taking an action. When you do so, the Blood Weapon ceases to exist, and you regain both the Hit Points and the expended Hit Die used to create it.

You can use another Bonus Action to change the form of your Blood Weapon into any other melee weapon. Changing its form doesn't require you to expend another Hit Die or take additional damage.

Blood Bloat

3rd-Level Blood War Sorcerer Feature

Your blood has siphoned the energy of the Blood War, granting you greater control over your own essence and allowing you to draw strength from the blood you spill upon the battlefield.

While you aren't wearing armor, your Armor Class equals 10 + your Constitution modifier + your Charisma modifier.

Additionally, you can absorb the blood of your fallen enemies to strengthen your own body. Once per day, at the end of a combat encounter in which you hit at least one creature with a melee attack, you can permanently increase your Hit Point maximum by 1.

This benefit can't be gained from hitting an Undead or Construct.




Sanguine Armature

6th-Level Blood War Sorcerer Feature

Your blood is a weapon, and you are its wielder. Through continued mastery of your own essence, you have learned to transform your body into a manifestation of the fiends that wage war across the Lower Planes.

As a Bonus Action, you can expend 2 Hit Dice and roll them, taking necrotic damage equal to the total rolled. This damage can't be reduced or negated. When you do so, choose either Demon Form or Devil Form, and you transform into that form for 10 minutes.

When you assume the form, you can expend additional Hit Dice, up to a total number of Hit Dice equal to your Proficiency Bonus. Roll any additional Hit Dice you expend and take necrotic damage equal to the total rolled. This damage can't be reduced or negated.

The total number of Hit Dice you expend to assume your form determines the additional benefits you gain from the Sanguine Armature table. You gain the benefit listed for your total number of Hit Dice expended, as well as all benefits listed for lower totals.

The transformation ends early if you dismiss it as a Bonus Action or if you die.

Demon Form

While in Demon Form, you gain the benefits listed in the Demon Form column of the Sanguine Armature table.

In addition, you gain the following benefits:

  • You gain 40 Temporary Hit Points.

  • Whenever you take the Attack action on your turn, you can make two attacks instead of one.

  • You gain a +1 bonus to the attack and damage rolls of your Blood Weapon.

  • Whenever you hit a creature with your Blood Weapon, the attack deals an additional 1d4 Necrotic damage. This damage can't be reduced or negated.

  • Once per turn, when you hit a creature with a melee attack, you regain Hit Points equal to your Proficiency Bonus.

Devil Form

While in Devil Form, you gain the benefits listed in the Devil Form column of the Sanguine Armature table.

In addition, you gain the following benefits:

  • You gain 2 Sorcery Points.

  • You gain a +1 bonus to your spell attack rolls and to the saving throw DCs of your Sorcerer spells.

  • Whenever you cast a spell that deals damage, one creature damaged by the spell takes an additional 1d6 Fire damage.

  • Whenever a hostile creature ends its turn within 10 feet of you, it takes 1d4 Fire damage.

  • Once per turn, when you cast a spell that deals damage and that spell deals damage to at least one creature, you regain Hit Points equal to your Proficiency Bonus.

Sanguine Armature Hit Dice Table

Sanguine Armature

When you activate Sanguine Armature, choose either Demon Form or Devil Form. The benefits of your chosen form depend on the total number of Hit Dice you expend when activating the feature. You gain all benefits for the number of Hit Dice expended and each lower threshold.

Total Hit Dice Expended Demon Form Devil Form
2 You gain 40 Temporary Hit Points. You gain 2 Sorcery Points.
3 When you take this form, you can choose any number of creatures within 5 feet of you. Each chosen creature takes Necrotic damage equal to the necrotic damage you took from activating this feature. When you take this form, you can teleport to an unoccupied space you can see within 30 feet of you. Each creature within 5 feet of the space you left takes Fire damage equal to the necrotic damage you took from activating this feature.
4 You can make two attacks, rather than one, when you take the Attack action. In addition, once per turn when you hit a creature with a melee attack, you can force it to succeed on a Strength saving throw or be knocked Prone. You gain a Fly Speed of 60 feet.
5 You gain a +1 bonus to attack and damage rolls made with your Blood Weapon. In addition, once per turn when you hit a creature with a Blood Weapon, the attack deals an extra 1d4 Necrotic damage. You gain a +1 bonus to your spell attack rolls and to the saving throw DCs of your spells. In addition, once per turn when you damage a creature with a spell, the creature takes an extra 1d6 Fire damage.
6 Your Speed increases by 30 feet. In addition, you can make three attacks, rather than two, when you take the Attack action. Hostile creatures that end their turn within 10 feet of you take 1d4 Fire damage. In addition, once per turn when you damage a creature with a spell, you regain Hit Points equal to your Proficiency Bonus.

Scarlet Sorcery

Scarlet Sorcery

Your mastery of Sanguimancy has greatly increased, allowing you to use your own vitality to enhance your innate magical abilities.

You can expend Hit Dice to regain Sorcery Points. When you do so, roll the expended Hit Dice and take Necrotic damage equal to the total rolled. This damage can't be reduced or prevented in any way.

Additionally, your Metamagic options gain additional effects that can enhance your physical attacks. Once on each of your turns, when you take the Attack action, you can choose one of your Metamagic options and expend the required number of Sorcery Points as normal. You then gain the corresponding benefit below until the start of your next turn.

Careful Spell. You can take the Disengage action as a Bonus Action. Additionally, when a creature provokes an Opportunity Attack from you, you can move up to half your Speed immediately before making the attack. This movement doesn't provoke Opportunity Attacks.

Distant Spell. When you make an attack with a Blood Weapon, you can replace that weapon's Mastery property with the Slow property for that attack. Additionally, your Blood Weapon gains the Thrown (30/120) property until the start of your next turn. When you throw the weapon, it retains its form until the attack is resolved. After the attack hits or misses, another Blood Weapon of the same shape and with the same properties forms in your hand. This replacement requires no action and doesn't require you to expend a Hit Die. If the Blood Weapon has the Two-Handed property, it instead gains an additional 15 feet of reach rather than the Thrown property.

Empowered Spell. Your melee attacks deal one additional weapon damage die. Additionally, whenever you roll damage for a melee attack, you can reroll any number of the damage dice. You must use the new rolls.

Extended Spell. When you hit a creature with a Blood Weapon, that creature must succeed on a Constitution saving throw or take additional damage at the end of its next turn equal to half the damage dealt by the triggering attack.

Heightened Spell. When you make an attack with a Blood Weapon, you can replace that weapon's Mastery property with the Graze property for that attack. Additionally, once per turn when you kill a creature with a melee attack, you can make one additional melee attack against a creature within 5 feet of the creature you killed and within your reach.

Quickened Spell. Your Armor Class increases by 2, and you have Advantage on Dexterity saving throws.

Subtle Spell. When you make an attack with a Blood Weapon, you can replace that weapon's Mastery property with the Vex property for that attack. Additionally, your Blood Weapon gains the Finesse property, and you can immediately change its shape without taking an action.

Transmuted Spell. You can change the damage type of your Blood Weapon to Acid, Cold, Fire, Lightning, Necrotic, Poison, or Thunder. Additionally, you can change the shape of your Blood Weapon before each attack without taking an action.

Twinned Spell. When you make an attack with a Blood Weapon, you can replace that weapon's Mastery property with the Nick property for that attack. If your Blood Weapon doesn't have the Heavy property, it also gains the Light property, and you create an exact duplicate of it until the end of the turn. If your Blood Weapon has the Heavy property, you can instead make one additional attack as a Bonus Action on that turn.

Apocalypse COME!

Apocalypse Come!

At 18th level, you become a true embodiment of the Blood War, your body transforming to resemble the great generals of cruelty.

Once per day, while your Sanguine Armature is active, when you fail a saving throw, you can choose to succeed instead.

Additionally, while your Sanguine Armature is active, you gain the following benefits based on the form you have assumed.

Demon. You gain a Fly Speed equal to your Speed. Whenever you hit a creature with a melee attack, you can choose one of the following effects:

  • You pull the target up to 25 feet straight toward you.

  • The target can't take Reactions until the start of its next turn.

Devil. As a Bonus Action, you can choose one creature you can see within 120 feet of yourself. The target must make a Constitution saving throw as its insides begin to boil and expand. On a failed save, the target and each creature within 10 feet of it take 3d6 Fire damage and 3d6 Necrotic damage. On a successful save, a creature takes half as much damage.

The damage dealt by this feature ignores Resistance and Immunity.

Bloody Rebirth. If your Hit Points are reduced to 0 while your Sanguine Armature is active, your body explodes in a bloody, fiery eruption. Each creature within 20 feet of you must make a Dexterity saving throw, taking 9d6 Fire damage and 9d6 Necrotic damage on a failed save, or half as much damage on a successful one.

If this explosion reduces at least one creature to 0 Hit Points, your blood and gore reconstitute your body, and you return to life. You return to life even if your body was completely destroyed.

Once you return to life in this way, you can't do so 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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