Base Class: Sorcerer
Some spend their whole lives in search of magical power, either through study, through prayer, or through darker dealings. Yours is a dangerous path. Whether through a brief encounter with a god, a deal with a powerful fiend, or an intense magical ritual gone awry, your blood has become infused with dangerous levels of magic.
Crimson Mind
At 6th Level, you've become attuned to the Magics coursing through you, and can use them to maintain multiple spells.
While concentrating on a spell, if another concentration spell is cast, you can choose to take 1d6 Damage, and if so, are able to maintain concentration on both spells. At the start of each of your turns following, if you are still concentrating on two spells, you take an additional 1d6 damage.
Should you lose concentration while under this effect, both spells end.
The damage you take increases by 1d6 at 6th, 10th, 14th and 18th.
Sanguine Strength.
At 14th level, you are used to the damages you deal to yourself. Whenever one of your class features deals damage to you, it no longer triggers concentration checks. Additionally, when you are forced to make a concentration check, you now can add double your proficiency to Concentration saves.
When concentrating on two spells and you fail a saving throw, you may now choose which spell to end, the other remains active.
Blood Wrath barrier.
At 18th level, your control over the Magics in your blood has become so potent, you can shape your lost blood into a shield which protects you from harm. As an Action you can spend 7 sorcery points to Gain temporary HP equal to 1/2 of your Total HP plus your constitution modifier, Ignoring it if it's negative. This barrier will also Trigger Arcane hemorrhage against attackers within 5 feet without needing a reaction. Damage from your own abilities Ignores this temporary HP, instead damaging you directly, unless the damage would put you under 1 HP.
Paid in Blood
At 1st Level, As a Blood Mage your blood carries vast amounts of Magical energies. You can tap into this to cast spells, albeit at the risk of your own health.
When you cast a spell, you can instead choose to take 1d6 Damage per spell level. This damage cannot be reduced or resisted in anyway. Additionally, you can cast a spell using it's lowest slot, and up cast it by Taking 1d6 damage above it's base level. I.e. 1st level spell slot to cast burning hands + 2d6 Damage to cast it at 3rd level. You must be able to cast the spell normally at whatever level you are trying to up cast it at.
Arcane Hemmorage
At 1st level, When you are struck by a creature in melee, you can use your reaction to cause your Magically charged blood to spray forth, coating the attacker. The attacker makes a Dexterity saving throw equal to your spell save, taking 2d6 Necrotic damage on a failed save, or half as much on a pass. At 14th the magic in your veins has grown stronger, Increasing the damage to 3d8.
This feature can be used a number of times equal to your charisma modifier. After all charges have been used, you can't use this feature again until after a long rest.
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