Base Class: Sorcerer
Some people are born with energy coursing through their veins. this can happen because of being born under extremely special circumstances or because of failed magic experiments manifesting generations later. One thing is for sure, these people have an innate control over the blood in their veins. This control of blood is often called blood magic or hemamancy. Most people born with this gift are shunned by society because of the uneasiness people feel when in contact with blood though not everybody feels this way because of the many practical uses in medicine bloodmagic provides.
Blood loss prevention
At 1st level, you can prevent yourself from bleeding out. Whenever you are damaged by an attack you may as a reaction spent a hit die and regain as many hitpoints as you roll with that die as long as you had more than 0 hitpoints left before using your reaction.
Blood whip
As you gain control over your bloodflow you magicly can use blood as a whip. At 1st level, whenever a creature enters a space within 10 feet of you, you may make a spell attack as a reaction. On a hit you deal 1d6 + your sorceror level of slashing damage. additionally you can make a spell attack against a target within 10 feet of you as an action dealing 1d6 + your sorceror level of slashing damage.
Heart of magic
Starting at 6th level, you can draw the magic originating from your heart back into the bloodstream. Whenever you take a short rest you may use your sorceror hit dice to regain spellslots instead of hitpoints. If you choose to do so you must choose a spellslot you want to recover and roll higher than the spellslot level with your hit die. If you succesfully rolled higher you regain the spellslot.
Blood armor
At 14th level, you can create (and dismiss) blood armor as a bonus action to gain an armor class equal to 15 + your CHA modifier. You can create this armor as a bonus action on your turn. The armor lasts until you dismiss it as a bonus action on your turn.
Bloody hell
Beginning at 18th level, you can disperse all the blood inside you to form a sphere of blood around you. As an action, you can spend all but 1 of your remaining hit points to create a 20 feet radius around you filled with a blood red mist. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each each creature except you that starts its turn within this radius must succeed on a CON saving throw or be blinded and paralyzed until the bloody hell ends.
Previous Versions
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4/30/2020 1:58:19 PM
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4/30/2020 3:02:17 PM
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