Sorcerer
Base Class: Sorcerer

The Sanguine Arts are an acquired taste- and an acquired power. Some gain it through birth, through ritual, through infections. Some learn the arts through contact with a vampire, through the blessing or curse of a hag, or through a meticulous scientific interest in blood and its power. Regardless, it is a unique practice and a powerful tool, too often reviled and misunderstood; too often for good reason. 

In The Blood

Upon taking this sorcerous origin, your hit point maximum increases by 1 hit point. Whenever you gain a level in the sorcerer class, your hit point maximum increases by an additional 1 hit point.

Hemokinesis

You learn a unique cantrip called Hemokinesis. It does not count against the number of cantrips you know.
Hemokinesis:
Transmutation Cantrip. Casting Time: One Action. Components: S.
Range: 10 feet. Duration: Instantaneous

This cantrip allows the manipulation of blood, letting the caster manipulate blood in the following ways:
You force pooling blood back into it’s owner, stabilizing a living humanoid within range who has 0 HP.
You cause spilt blood to dissipate, removing blood splatters, pools, or even stains within a 5-foot cube.
You can cause the blood to form into simple shapes and animate at your direction. This change lasts for 1 hour.
You pull spilt blood that is no older than an hour into a vessel, such as a Sanguin Focus for storage.
You draw blood from a willing humanoid within range. They take 1d6 necrotic damage and you may choose any of the above effects as well as a part of this casting. If you return this blood to the individual within an hour, they regain hit points equal to the amount lost. 

Sanguine Foci

When Hemokinesis is used to siphon blood, you may push it into any white fabric, staining it red and storing the blood until Hemokinesis is used to pull it out or it is used up, leaving the cloth clean. Blood siphoned this way may be used as a material component for any spell component that does not have a cost as long as the fabric is worn, although this pulls blood from the fabric and is very obvious unless the Subtle Spell metamagic is used. Fabrics used are often cloaks, sashes, bandages, or robes, but even strips of cloth may be used.

Alternative ways of storing blood may be used. The great Blood Mage Akarazroc crafted special floating stone orbs that would collect blood around them like a planet covered in oceans, and the hag Ran’dulla crafted the four stomachs of a sacred cow into pouches to contain her bloodcraft. There are other magic items that can be found or created with the purpose of being a Sanguin Focus.

Blood stored using this method must remain on your person. If seperated from the Blood Mage for more than twenty-four hours, the blood will bleed out of the cloth and become innate.

At a DM’s discretion, blood from special and often dangerous creatures may have a value that may be used for certain rituals and spells instead of it’s usual component. Fiend, Celestials, Fey, and Dragon blood are the most commonly used. These special bloods may be used as the material components for Blood Rituals instead of the gold-cost components.

As a general rule, each CR level is worth 25 gold, unless otherwise specified by the DM. Ex. A CR 6 creature’s blood can be used as a 300 gold foci.

Blood Rituals

Blood magic is an art, and that art can be practiced in new and unique ways. You may learn spells with the ritual tag on the sorcerer and wizard spell list by inscribing them on your person. You may cast these spells as rituals, but otherwise do not know them: you may not cast a spell learnt this way as anything other than a ritual unless you know it from another feature. You may learn a spell you already know using this feature as a ritual, and must go through this process to cast any sorcery spell you know as a ritual. You may only learn rituals you have the same spell slot level as.

Blood magic is an art, and that art can be practiced in new and unique ways. You may learn spells with the ritual tag on the sorcerer and wizard spell list by inscribing them on your person. You may cast these spells as rituals, but otherwise do not know them: you may not cast a spell learnt this way as anything other than a ritual unless you know it from another feature. You may learn a spell you already know using this feature as a ritual, and must go through this process to cast any sorcery spell you know as a ritual. You may only learn rituals you have the same spell slot level as.

For each level of the spell, this process takes 2 hours and costs 50 gp. If the spell you are learning is on the sorcerer spell list, halve the cost and time required. This task is arduous and taxing on your body: upon learning the ritual, you reduce your maximum HP by 1d6+1 per level of the spell. Ex: A second level spell would cost 2d6+2 max health.

You regain max HP lost this way  equal to half your Charisma modifier rounded down every long rest (minimum of 1). Otherwise, this HP can only be regained by a Greater Restoration or Wish spell. In addition, learning rituals this way inscribes the spell on your person permanently: this may take the form as dark red tattoos, scarification, or deep-tissue scars that are only detectable upon autopsy.


Ex: You find a scroll of Find Familiar, a first level spell, and learn it as a ritual. It costs you 50 gold worth of components and you roll to lose max health (1d6 plus 1, and roll a 3); ending up reducing your HP by 4. At the end of your next long rest, you regain your charisma modifier of 3, left with 1 max HP still missing until your next long rest.
Ex: You try to learn to the Telepathic Bond ritual, a fifth level spell. It costs you 250 gold worth of components and you roll to lose max health (5d6+5) and roll 24 total. At the end of your next long rest, you recover your charisma modifier of 5, left with 19 max HP reduced still until you rest again to reduce it by another 5, until it is all gone.

You learn two rituals at first level for free.

For each level of the spell, this process takes 2 hours and costs 50 gp. If the spell you are learning is on the sorcerer spell list, halve the cost and time required. This task is arduous and taxing on your body: upon learning the ritual, you reduce your maximum HP by 1d6+1 per level of the spell. Ex: A second level spell would cost 2d6+2 max health.

You regain max HP lost this way  equal to half your Charisma modifier rounded down every long rest (minimum of 1). Otherwise, this HP can only be regained by a Greater Restoration or Wish spell. In addition, learning rituals this way inscribes the spell on your person permanently: this may take the form as dark red tattoos, scarification, or deep-tissue scars that are only detectable upon autopsy.


Ex: You find a scroll of Find Familiar, a first level spell, and learn it as a ritual. It costs you 50 gold worth of components and you roll to lose max health (1d6 plus 1, and roll a 3); ending up reducing your HP by 4. At the end of your next long rest, you regain your charisma modifier of 3, left with 1 max HP still missing until your next long rest.
Ex: You try to learn to the Telepathic Bond ritual, a fifth level spell. It costs you 250 gold worth of components and you roll to lose max health (5d6+5) and roll 24 total. At the end of your next long rest, you recover your charisma modifier of 5, left with 19 max HP reduced still until you rest again to reduce it by another 5, until it is all gone.

You learn two rituals at first level for free.

Power In Sacrifice

At the end of a short rest, you may expend hit-dice gained from the sorcerer class to regain a single sorcery point per dice. You may do this for a number of hit dice up to half your sorcery level, rounded down. You gain no healing from dice expended this way, but may heal using hit-dice as normal at the same time.

Once you use this feature, you may not use it again until the end of a long rest.

Demand Of The Body

When you target a single creature with a spell (following the same rules for the Twin Spell Metamagic) of first level or higher that deals damage, you may choose to make the damage rolled equal to the maximum possible damage at the cost of taking half of the damage dealt as necrotic damage yourself. The damage you take cannot be reduced, but if the damage dealt to the target is reduced, take only half of the damage it took. If the target took no damage, take no damage. You may not take more than half of the base damage rolled though; if a creature is vulnerable to the damage you deal, you only take half of the base damage your spell rolled. 

This ability cannot be used with any metamagic.

Mastery Of The Body

Its one more max HP bruh

Siphoning

Your talents in the Sanguine Arts have revealed to you how to utilize the suffering of others to bolster your own body.

You learn a new Metamagic called “Siphoning”. It does not count against the number of Metamagics known.
When you cast a spell of first level or higher that damages an enemy, you may spend sorcery points equal to the level of the spell plus two. If the spell is of fifth level or higher, it costs two additional sorcery points. When the spell damages an enemy, heal HP equal to half of the highest amount of damage dealt to a single target once. 

This Metamagic only activates once, upon casting or activation of a spell for the first time. It does not apply to subsequent turns. The target must be within 60 feet of you for you to apply this metamagic. You choose to use this metamagic upon casting the spell but only spend the sorcery points upon dealing damage; if the spell does not deal any damage (Via missing or immunity), you keep the spent sorcery points. 

Ex: You cast Fireball at the third level on several enemies and expend five sorcery points to apply the Siphoning metamagic. The highest amount of damage dealt was 32 damage to a single enemy, and you heal for 16 HP.
Ex: You cast Witchbolt at the second level and expend four sorcery points to apply the Siphoning metamagic. It deals 16 damage on casting, and 7 damage the next turn. You gain half of the 16 damage dealt, regaining 8 HP. You regain no damage on the second turn.
Ex: You cast Disintegrate at the sixth level and expend nine sorcery points to apply the Siphoning metamagic. It deals 76 damage and heals you for 38 HP.

Hemoshape

At level eighteen, your mastery of blood allows you to obtain full control of your physical form. As an action, you may enter Hemoshape, dissolving into a pool of living, sentient blood along with all items on your person.

In this form, you are immune to non-magical piercing, slashing, and bashing damage, but may no longer cast spells. Being fluid, you may move through any opening in any space, although you have enough control to move over grates without falling through, climb up and down ropes like a snake, and form into shapes such as a pool of blood, a moving ooze, a serpent-like body of fluid, or even a rough humanoid form.

In addition, you may consume one willing creature and safely carry them with you as an action. To do this, you envelope them entirely and convert them to additional blood. In this state, they are considered unconscious and untargetable. You may hold someone for up to an hour before being forced to release them unharmed and let them reform. They may force you to release them if they so wish. You may leave this form as an action. You have disadvantage on stealth checks while holding someone in this way.


If you are incapacitated in this form, you exit it and safely release whoever you are holding. If you are in a position in which you do not fit, you (and anyone you may be holding) are expelled into the closest empty space, preferably in the direction you came, taking 1d8 force damage per five feet.

Comments

Posts Quoted:
Reply
Clear All Quotes