Base Class: Sorcerer
note: blood mages cannot heal themselves except with metamagic as detailed below.
crimson heritage
Hit Points
Hit Dice: 1d8 per sorcerer level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per sorcerer level after 1st
Blood Magic
1st level: 3 hp
2nd level: 7 hp
3rd level: 12 hp
4th level: 18 hp
5th level: 30 hp
6th level: 48 hp
7th level: 56 hp
8th level: 63 hp
9th level: 71 hp
In addition, the sorcerer's metamagic abilities heal instead of creating spell slots.
Twisting The Knife
From 6th level foward you can make a bonus action melee touch attack against a creature, taking 1d4+X damage, dealing one half of X damage to the creature that you touch on a hit. Determine the damage before you make the attack. You take the damage even if you miss the attack. You also cannot use this feature if doing so would put you below one hit point. You determine X's value.
Fiend's Wings
At 14th level, you gain the ability to sprout a pair of demonic wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.
You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
Retribution of The Wounded
Beginning at 18th level, you can deal double damage with your damaging spells to creatures with over half of their hit point maximum. Additionally, your spells below sixth level cost half as many hit points (rounding up) to cast as long as you have less hit points than half of your your current hit point maximum.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
5/1/2020 7:20:09 PM
|
4
|
1
|
1
|
Coming Soon
|
Comments