Base Class: Sorcerer
Your magic - literally - flows within your blood. While very taboo and occasionally seen as evil, your hemomantic origins can come from many places. Perhaps you dabbled in dark rituals and discovered the arcane very potent with your own blood, or perhaps it came to you whereon you needed to defend yourself, accidentally melting those that endangered you. In any case, the common folk often see this form of magic as twisted, horrid, and dark. Those with this bloodline must take caution whence using their magics, else they may frighten the wrong people.
Empowering Hemomancy
Starting when you choose this origin at 1st level, you learn to imbue your blood into your magic. When you cast a spell, no action required, you may expend and roll a hit dice. You take damage equal to the number rolled, and may enhance your spells in one of the following ways:
- You may increase your spell attack modifier for the triggering spell by the number you rolled on your hit dice until the beginning of your next turn.
- You may increase your spell save DC for the triggering spell by the number you rolled on your hit dice until the beginning of your next turn.
- You may increase the damage of the triggering spell by the number you rolled on your hit dice. until the beginning of your next turn.
You may use this feature multiple times on the same spell, further enhancing it at the cost of your vitality. As well, any spell that you use this feature for deals Necrotic damage instead of the damage normally associated with it, your arcane blood morphing the usual standards of the spell.
Arcane Rejuvenation
Starting at 1st level, you may spend 10 minutes focusing and replenishing the arcane energy flowing through your blood. At the end of the 10 minutes, you regain a number of spent hit dice equal to your Charisma modifier. You can not exceed the maximum number of hit dice for your level. You can do this ritual once for free, and may do so again at the end of a long rest. You may perform this ritual again by expending a spell slot of first level or higher.
Blood Spray
Starting at 6th level, you have the ability to punish those who decide to bring you harm using your acidic blood. As a reaction when you take damage, you may expend and roll any number of hit dice. All creatures within 10 feet of you must make a Dexterity Saving throw against your spell save DC, taking the number you rolled on your hit dice plus your constitution modifier on a failed save, or half as much on a successful one.
Syphon Life
At 14th level, you learn to syphon your enemy's blood and life force to revitalize your own. Whenever you deal damage with a spell of first level or higher, you may use a reaction to expend and roll any number of hit dice, regaining that many hit points equal to the number rolled plus your constitution modifier. Any hit points over your maximum becomes temporary hp.
Hearty Adrenaline
Beginning at 18th level, your adrenaline fuels your blood, making it flow more vigorously and violently than before. Whenever you roll initiative, if you have less than half of your maximum hit dice remaining, you regain enough hit dice up to bring you up to half of your maximum(rounded up).
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
3/20/2020 5:45:16 AM
|
2
|
0
|
--
|
Coming Soon
|
Comments