Sorcerer
Base Class: Sorcerer

Your blood carries an unnatural amount of power, contained inside your veins. Even though you have learned to wield that power, you find that it yields greater results when it leaves your veins.

Power from Blood

Starting at 1st level, when you cast a spell of 1st level or higher, you can choose to use your blood instead of your spell slots up to 8th level. You take necrotic damage equal to 1d6 for each slot level used.

Additionally, when you unlock Metamagic at third level you gain one of the following metamagic options as well:

You gain another of these Metamagic options at 6th level and the third at 12th level.

Blood Armor

When you cast a spell with a range of Self, you can spend a sorcery point to gain resistance to slashing, piercing, and bludgeoning damage for 1 minute.

Blood Transfusion

When you cast a single-target, damage-dealing spell, you can spend 2 sorcery points to force a creature to take 1d6+your Charisma modifier as necrotic damage and you heal for the same amount rolled. (Undead and constructs are immune to this effect)

Consuming Power

Whenever a creature you can see within 30ft. casts a spell you can spend 2 sorcery points to force them to take necrotic damage equal to 1d6 for each slot level used. (Undead and constructs are immune to this effect).

Living Vessel

At 1st level, your hit point maximum increases by 3 and increases by 3 again whenever you gain a level in this class.

Additionally, you can cast Find Familiar, but only by using the Power from Blood feature, and your familiar always looks like it is drenched in blood.

Blood Puppeteer

Starting at 6th level, you can take control of the blood in another creature's body. As an action, you can take 2d6 necrotic damage to force a large or smaller creature to make a constitution saving throw against your spell DC.

If they fail you take away the control of their body, trapping them in their own body. The target becomes paralyzed for 10 minutes or until you release them. You can only do this once per short rest. When you reach 12th level you can target up to 3 creatures at once and do so two times per short rest. (Undead and constructs are immune to this effect)

Blood Flow

Starting at 14th level, you can become one with blood.

As a bonus action, you can turn yourself into a pool of blood. while in this form you can move at a speed of 20ft along any solid surface. 

You can enter and occupy the same space as another creature. You have resistance to nonmagical damage and advantage on Strength, Dexterity, and Constitution saving throws. You can pass through small holes, narrow openings, and even mere cracks. While in this form you can't talk or manipulate objects, and any objects you were carrying or holding can't be dropped, used, or otherwise interacted with.

When you assume this form your equipment merges with you into this form and can't be accessed.

Blood Master

You can cast Conjure Minor Elemental and Conjure Elemental, but only by using the Power from Blood feature.

You can't lose control of it and it lasts 8 hours. Dispelling or losing concentration causes it to disappear.

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