Base Class: Sorcerer
Your blood is the very essence of dark magic. You may have been born after your mother was bitten by a vampire during pregnancy, or you may be a machination of a dark ritual. It could be that your parents struck a deal with a dark entity, or that a family curse has tainted your blood. Whatever the cause, old and sinister power runs through your veins.
Those born as a Sanguine Creation are rare, and are often seen as an ill omen or and ominous threat. Their blood, seen as tainted by a dark entity, gives them great power and the ability to tap into the magic that flows through the veins of living beings. This curse (or dark blessing) often drives those with it to an evil alignment, but exceptions are not unheard of.
Blood Magic
Starting at 1st level, your ability to manipulate blood can be used with potent effect. You learn the Inflict Wounds spell from the Cleric Spell List, and you gain the Blood Command feature. This spell does not count against your spells known.
You may chose to cast Inflict Wounds by taking necrotic damage instead of using a spell slot. The damage is equal to your caster level times two and bypasses any resistance or immunity. If you cast the spell this way, you do not need somatic or verbal components.
Blood Command
As an action, you may cause a creature within 30 feet of you to make a constitution saving throw. If the creature fails, it takes 1d4 of necrotic damage. If a creature suffers damage in this way, you may immediately choose another creature within 30 feet to give it 1d4 hit points, as blood from the first creature is transferred to it. Undead and constructs cannot be a target of this feature. You may use this feature any time you can cast a cantrip with somatic components. The damage and hit points restored from this feature increases by 1d4 at 5th, 11th, and 17th level.
Potent Blood
Starting at 6th level, the magic within your blood empowers your spells. Whenever you roll dice to determine the number of HP restored to a target, or necrotic damage dealt by a spell, you can spend 1 sorcery point to reroll any number of those dice once. You can use this feature only once per turn.
If you use this feature while casting Inflict Wounds, you gain hit points equal to half the necrotic damage dealt.
Marked for Power
Starting at 14th level, you can reveal the power hidden within you. As a bonus action, you can spend 2 or more sorcery points to gain one or more of the following benefits listed bellow:
- Chose a number of creatures within 30 feet of you equal to or less than your Charisma modifier. You know the current hit point total for those creatures. If one of those creatures is protected from scrying, you do not gain this benefit for that creature.
- For the next minute, whenever a creature you can see within 30ft of you dies, you may use your reaction to grant hit points to another creature within 30ft. They gain a number of hit points equal to your level + your constitution modifier. This effect does not happen if either creature is a construct or undead.
- You gain advantage on constitution, wisdom, and charisma based checks and saving throws.
- You gain a flying speed equal to your walking speed for 10 minutes. You can also hover.
Each additional effect cost an additional 2 sorcery points. If you use this feature, your eyes and your veins glow bright red.
Sanguine Restoration
At 18th level, you can reestablish your reserves of magic. As an action, you can release a wave of necrotic energy that rips the life force out of your enemies and bolsters your fortitude. Every creature within 30 feet of you must make a constitution saving throw, or take 10d10 necrotic damage. You gain hit points equal to the total number of hit points lost from all creatures affected. Hit points lost by constructs or undead do not count toward this total.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
12/29/2019 12:36:56 AM
|
10
|
0
|
1.5
|
Coming Soon
|
|
|
1/22/2020 5:46:24 PM
|
16
|
0
|
2
|
Coming Soon
|
|
|
2/11/2020 9:17:30 PM
|
51
|
1
|
2.5
|
Coming Soon
|
|
|
2/25/2020 4:41:20 AM
|
35
|
0
|
3.0
|
Coming Soon
|
-
View User Profile
-
Send Message
Posted Jan 30, 2023This looks pretty decent. A few things I would tweak.
Blood command needs a limited use function, I know its only cantrip level, but unlimted uses just means your party is going to capture people and heal up to full on cantrips all the time.
under marked for power, 2 spell points is not high enough for basically copying the fly spell, id up it to 4.
and the
You gain advantage on constitution, wisdom, and charisma based checks and saving throws needs a timer.
Other than those few things. Good build.