Sorcerer
Base Class: Sorcerer

The core element of most living creatures is blood. This vital fluid is necessary for survival, yes, but it carries more than just nutrients. Some sorcerers are able to tap into the essence of the element to bring out it's deep, hidden magic. Your blood in particular is superior, carrying vast amounts of magic through your veins. How you gained this power is mysterious. Perhaps you were born over the convergence of multiple ley lines. Maybe you unwittingly ate the essence of another magical being. Or you could simply be the next in a long line of blood mages. Regardless of how you obtained your powers, it's up to you to decide how to use it to help the world or bring it to it's knees.

 

Magic of the Blood Mage

1st-level Blood Sorcery feature

You learn additional spells when you reach certain levels in this class, as shown on the Blood Sorcery Spells table. Each of these spells counts as a sorcerer spell for you, but don't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a spell from the bard, sorcerer, warlock, or wizard spell lists.

Whenever you cast the Shape Water cantrip, it can affect blood in addition to it's normal effects, and for you it has a casting time of one bonus action.

Finally, if you multiclass out of another class and would lose access to any previously known spells, you retain access to any spells you have already learned from that class, which do not count against the number of Sorcerer spells you know. Finally, if you come from a warlock with the Book of Ancient Secrets, you retain that ability and can learn spells of a level equal to half your combined warlock and sorcerer levels, rounded down. 

Blood Mage Spells

SORCERER LEVEL

SPELLS

1st

Eldritch Blast, Firebolt

Shape Water, Spare the Dying

False Life, Hex

3rd

Alter Self, Blindness/Deafness

5th

Remove Curse, Vampiric Touch

7th

Aura of Life, Sickening Radiance

9th

Antilife Shell, Contagion

11th

Soul Cage

13th

Regenerate

15th

Dominate Monster

17th

Time Ravage

Red Resistance

1st-level Blood Sorcery feature

You have begun to unlock your body’s natural strength, gaining the following abilities:

  • Altered Mind and Body: Starting at 1st level, you gain proficiency in the Medicine skill and simple and martial weapons; your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class, and while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier. You are resistant to poison damage and have advantage on saves against poison and disease and regain all hit die on a long rest. Finally, you can use your blood as a spellcasting focus for your spells.

  • Quickened Vitality: You have learned how to hasten the body's natural healing. As a bonus action you can touch one living creature; they must be willing or making death saving throws. They immediately expend one hit die, regaining Hit Points equal to the amount rolled plus the target's Constitution modifier and your Charisma modifier. A creature cannot benefit from this ability again until they finish a short or long rest.

Scarlet Spatter

6th-level Blood Sorcery feature

Your understanding of your bloodline has strengthened, allowing your to use your blood to go on the offensive, gaining the following abilities:

  • Hemomancy: You can channel and sacrifice a part of your vital essence to curse and manipulate creatures and the material world through Hemomancy. When you cast a spell or use your Flexible Casting ability, instead of expending a spell slot, you can instead expend a hit die and take necrotic damage equal to the spell level. This ability cannot replicate the effects of a spell level higher than you can cast or level 6, whichever is lower. Each time you use this ability before taking a short rest, you must spend one additional hit die per use, stacking.
  • Dripping Blades: You can attack twice, instead of once, whenever you take the Attack action on your turn. Further, blood drips from your wounds and empowers your attacks and spells. Whenever you are below full health, you deal an additional 1d10 fire or necrotic damage, your choice, per damage roll, and your weapons are considered magical for the purpose of overcoming resistance and immunity to non-magical damage. This effect lasts until you are restored to full health.

Impregnable Iron

14th-level Blood Sorcery feature

Having mastered offense, you realize the prudence of a strong defense, gaining the following abilities:

  • Blood Shield: Whenever you are the target of an attack, you can use your reaction to add your Constitution modifier to your AC until the end of your next turn; for each attack that hits while affected by this ability, the attacker takes necrotic or fire damage, your choice, equal to your sorcerer level. You can use this ability a number of times equal to your Constitution modifier and regain all uses on a long rest.
  • Supreme Vitality: You are resistant to necrotic damage. For every 10 years that pass, your body ages only 1 year, you suffer none of the frailty of old age, and you cannot be aged magically. In addition, you no longer need food or water and you also no longer need to breathe, though you are not able to cast spells with a Vocal component without breathing.

Crimson Cataclysm

18th-level Blood Sorcery feature

Your understanding of the powers flowing through you has fully awakened, gaining the following ability:

You can, as an action, expend up to 9 hit dice to duplicate and cast any spell on the Sorcerer spell list, expending one hit die per level of spell. You don't need to meet any requirements in that spell, including costly components. The spell simply takes effect as if cast at 9th level (or the level at which it was cast, if lower). Attempts to counterspell this ability automatically fail using a spell slot lower than the level at which you cast the spell. You regain use of this ability daily at midnight.

Blood Mage Spells

You learn additional spells when you reach certain levels in this class, as shown on the Blood Sorcery Spells table. Each of these spells counts as a sorcerer spell for you, but don't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a spell from the bard, sorcerer, warlock, or wizard spell list.

Choose a level 1 spell (False Life)

Must choose False Life at level 1, can change at level 2 or higher; new spell must be on the bard, sorcerer, warlock, or wizard spell list.

Choose a level 1 spell (Hex)

Must choose Hex at level 1, can change at level 2 or higher; new spell must be on the bard, sorcerer, warlock, or wizard spell list.

Choose a level 2 spell (Alter Self)

Must choose Alter Self at level 3, can change at level 4 or higher; new spell must be on the bard, sorcerer, warlock, or wizard spell list.

Choose a level 2 spell (Blindness/Deafness)

Must choose Blindness/Deafness at level 3, can change at level 4 or higher; new spell must be on the bard, sorcerer, warlock, or wizard spell list.

Choose a level 3 spell (Remove Curse)

Must choose Remove Curse at level 5, can change at level 6 or higher; new spell must be on the bard, sorcerer, warlock, or wizard spell list.

Choose a level 3 spell (Vampiric Touch)

Must choose Vampiric Touch at level 5, can change at level 6 or higher; new spell must be on the bard, sorcerer, warlock, or wizard spell list.

Choose a level 4 spell (Aura of Life)

Must choose Aura of Life at level 7, can change at level 8 or higher; new spell must be on the bard, sorcerer, warlock, or wizard spell list.

Choose a level 4 spell (Sickening Radiance)

Must choose Sickening Radiance at level 7, can change at level 8 or higher; new spell must be on the bard, sorcerer, warlock, or wizard spell list.

Choose a level 5 spell (Antilife Shell)

Must choose Antilife Shell at level 9, can change at level 10 or higher; new spell must be on the bard, sorcerer, warlock, or wizard spell list.

Choose a level 5 spell (Contagion)

Must choose Contagion at level 9, can change at level 10 or higher; new spell must be on the bard, sorcerer, warlock, or wizard spell list.

Choose a level 6 spell (Soul Cage)

Must choose Soul Cage at level 11, can change at level 12 or higher; new spell must be on the bard, sorcerer, warlock, or wizard spell list.

Choose a level 7 spell (Regenerate)

Must choose Regenerate at level 13, can change at level 14 or higher; new spell must be on the bard, sorcerer, warlock, or wizard spell list.

Choose a level 8 spell (Dominate Monster)

Must choose Dominate Monster at level 15, can change at level 16 or higher; new spell must be on the bard, sorcerer, warlock, or wizard spell list.

Choose a level 9 spell (Time Ravage)

Must choose Time Ravage at level 17, can change at level 18 or higher; new spell must be on the bard, sorcerer, warlock, or wizard spell list.

Retained Spells

If you multiclass from a Warlock with Pact of the Tome or Book of Ancient Secrets and later lose access to that ability or spells due to classing-out to Sorcerer, you can retain the spells learned and can continue to learn ritual spells in a like manner.

Altered Mind and Body

Altered Mind and Body: Starting at 1st level, you gain proficiency in the Medicine skill and simple and martial weapons; your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class, and while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier. You are resistant to poison damage and have advantage on saves against poison and disease and regain all hit die on a long rest. Finally, you can use your blood as a spellcasting focus for your spells.

Quickened Vitality

You have learned how to hasten the body's natural healing. As a bonus action you can touch one living creature; they must be willing or making death saving throws. They immediately expend one hit die, regaining Hit Points equal to the amount rolled plus the target's Constitution modifier and your Charisma modifier. A creature cannot benefit from this ability again until they finish a short or long rest.

 

Hemomancy

You can channel and sacrifice a part of your vital essence to curse and manipulate creatures and the material world through Hemomancy. When you cast a spell or use your Flexible Casting ability, instead of expending a spell slot, you can instead expend a hit die and take necrotic damage equal to the spell level. This ability cannot replicate the effects of a spell level higher than you can cast or level 6, whichever is lower. Each time you use this ability before taking a short rest, you must spend one additional hit die per use, stacking.

Dripping Blades

You can attack twice, instead of once, whenever you take the Attack action on your turn. Further, blood drips from your wounds and empowers your attacks and spells. Whenever you are below full health, you deal an additional 1d10 fire or necrotic damage, your choice, per damage roll, and your weapons are considered magical for the purpose of overcoming resistance and immunity to non-magical damage. This effect lasts until you are restored to full health.

 

Blood Shield

Whenever you are the target of an attack, you can use your reaction to add your Constitution modifier to your AC until the end of your next turn; for each attack that hits while affected by this ability, the attacker takes necrotic or fire damage, your choice, equal to your sorcerer level. You can use this ability a number of times equal to your Constitution modifier and regain all uses on a long rest.

Supreme Vitality

You are resistant to necrotic damage. For every 10 years that pass, your body ages only 1 year, you suffer none of the frailty of old age, and you cannot be aged magically. In addition, you no longer need food or water and you also no longer need to breathe, though you are not able to cast spells with a Vocal component without breathing.

Crimson Cataclysm

You can, as an action, expend up to 9 hit dice to duplicate and cast any spell on the Sorcerer spell list, expending one hit die per level of spell. You don't need to meet any requirements in that spell, including costly components. The spell simply takes effect as if cast at 9th level (or the level at which it was cast, if lower). Attempts to counterspell this ability automatically fail using a spell slot lower than the level at which you cast the spell. You regain use of this ability daily at midnight.

 

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