Sorcerer
Base Class: Sorcerer

Sorcerers use the power of their bloodlines to shape the world around them. This is truer for no one but those who use blood magic. The magic that powers their spells comes not only from their own blood, but from the blood of their enemies, their victims and even beyond. 

Blood Pool

At 1st level, you learn to channel your own life force into the power you need to cast your spells. You can spend a Hit Die to cast a 1st level sorcerer spell you know.

Starting at 2nd level, you gain the knowledge and experience needed to channel your life force into more of your magic. As a bonus action, you can spend Hit Dice or hit points to regain expended sorcery points. If you do, you gain 1 sorcery point for each Hit Die spent, or 1 sorcery point for each 5 hit points spent.

Bloody Metamagic

At 6th level, you gain the ability to use the unique forces in the magic of blood to shape your spells. You gain two of the following Bloody Metamagic options of your choice.

Arterial Spell

When you cast a spell that forces one target creature to make a saving throw or take damage, you can spend 3 sorcery points to cause the effect to happen directly in the target's blood. If the creature fails its saving throw against the spell, it is considered to be vulnerable to the spell's damage type until the end of the turn.

Bleeding Spell

When a spell you cast deals damage to one creature, you can spend 1 sorcery point to cause the effects of that spell to linger. One target of the spell must make a Constitution saving throw or start bleeding. At the start of each of the bleeding creature's turns, it takes 1d6 necrotic damage. At the end of each of its turns, it can repeat the Constitution save, ending the effect on a success.

Bloodline Spell

When you cast a spell that targets only one creature, you can spend 3 sorcery points to target all creatures of the same type (such as beasts, dragons or undead) within a 30-foot radius of the original target within range as additional targets of the spell. If you choose a humanoid creature as the target of the spell, it targets all humanoids of the same race (such as goblins or elves) within range instead.

Vampiric Spell

When a spell you cast would deal damage to one creature, you can spend 2 sorcery points to drain the life force from your target. You regain hit points equal to half the damage your spell deals to one target.

Bloodstones

At 14th level, you gain the ability to crystalize the blood of your victims into your own power. You can spend 1 hour in a ritual to collect blood from a recently killed creature and to form it into a Bloodstone. This Bloodstone lasts for 7 days, after which it crumbles away with no effect. A Bloodstone can be consumed as an action to regain a number of expended sorcery points, depending on the number of Hit Dice the creature it was collected from had. Bloodstones created from a creature with 1-9 hit dice grant 1 sorcery point, a creature with 10-19 hit dice grant 2 sorcery points, and creatures with 20 or more hit dice grant 3 sorcery points. You can have a number of Bloodstones up to your Constitution modifier (minimum 1). Any additional Bloodstones created after you have reached this limit are inert.

In addition, some creatures grant special protections to those that consume their blood. If the creature from which the blood for a Bloodstone was collected had any damage resistances or immunities, you may choose one of them to gain upon consumption of the Bloodstone. You gain the benefit of this resistance or immunity for 1 hour.

Blood Bond

At 18th level, you have gained the ability to manipulate the blood of other creatures, entwining it with your own. As an action, you can choose a creature you can see within 30 feet of you that has blood. For 1 minute, half of any damage you would take other than from this ability is transferred to that target creature. In addition, half of any damage that creature takes other than from this ability is transferred to you. This ability ends early if you become incapacitated, the creature you are connected to is reduced to 0 hit points, or if you end the connection as a bonus action.

You regain the use of this feature after a long rest.

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