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. By drawing on the magical energies flowing through their veins, they'll able to create powerful magics to help their allies or devastate their enemies. Although they are indeed powerful, their taboo art comes at a dear price: each spell they cast using their blasphemous energies brings them that much closer to the brink of death. Some cultures worship this talent, seen as a Blessing of the Old Gods. Others, especially those with a strong religious tie to the Good-Aligned Deities of the Forgotten Realms, despise this magic and see is as a manifestation of the influence of Baal or Asmodeus. Where this spark comes from is truly unknown, perhaps it is indeed a dark gift from an evil god, or maybe merely an extension of one's latent magical abilities. Whatever the source, the gift is yours to use, for better or for worse. How will you reshape the world?

 

Crimson Vitality

The power coursing through your blood makes you more physically resilient. At 1st level, your hit point maximum increase by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, your blood hardens when exposed to harm. When you aren't wearing armor, your AC equals 13 + your Constitution Modifier.

Blood Caster

At 1st level, you learn to utilize blood magic to disable, weaken, or damage your opponents.

Blood Casting. You learn two Blood Spells of your choice, which are detailed under “Blood Casting” below. Much of the blood magic enhance an attack in some way. Each use of a blood spell requires an action, bonus action, or reaction. You can use only one blood spell per turn. At 6th, and 14th level, you use an additional blood spell per turn.

You learn an additional blood spell of your choice at 6th, 10th, 14th, and 18th level. Each time you learn a new blood spell, you can also replace one blood spell you know with a different one.

Blood Point. You gain a number of blood points equal to your Charisma modifier (minimum of 1). A blood point is expended when you use it. You regain all expended blood points after a short or long rest. Whenever you roll a 19 or 20 on a d20 for an attack roll, you regain one of your expended blood points.

Saving Throws. Some of your arcane strikes require your targets to make a saving throw to resist the arcane strike’s effects. The saving throw DC is calculated as follows:

Blood Spell save DC = 8 + your proficiency bonus + your Charisma modifier.

Blood Casting

These blood spells are presented in alphabetical order.

Blood Armor

As a bonus action, you spend 1 blood point to gain resistance to slashing, piercing, and bludgeoning damage for 1d4 rounds.

Blood Shield

When a creature makes an attack against you, spend 1 blood point as a reaction to create a blood shield to stop the attack. You roll a d6, on a 4 or higher, the attack misses.

Blood Shot

As an action, you can spend 2 blood points to fire your palm a stream of boiling blood. Make a ranged spell attack against a creature you can see within 60 feet range. On a hit, the creature takes 2d8 necrotic damage + your sorcerer level.

Blood Whip

As an action, you can spend 1 blood point to create a blood whip that attacks a creature within 30 of you that you can see. Make a melee spell attack. On a hit, the creature takes 2d8 + your Charisma modifier 

Bloody Fist

As a bonus action, for one minute, you can spend 1 blood point as blood wraps around your hands as it strengthens them on impact. When you hit a creature with an unarmed attack, you deal normal damage + necrotic damage to your Charisma modifier.

Claret Blade

As a bonus action, for one minute, you can spend 2 blood points to create a blood weapon you are proficient with. Choose one melee weapon that is one handed or is versatile to summon to your hand. The weapons damage type switches and does necrotic damage instead.

If you aren’t holding the blood weapon, you can use your bonus action to summon it to your hands.

Crimson Eyes

As a bonus action, for one hour, you can spend 1 blood point to use blood in your eyes to enhance your vision. You gain darkvision out to 60 feet. If you already have dark vision, your darkvision goes out to 120 feet instead.

Crimson Trap

As an action, for 1 hour, spend 3 blood points, then you choose a 10 foot cylinder point within 15 feet of you that you can see. When a hostile creature enters or leaves this point, blood spikes appear and strike at the creature. The creature must succeed on a Constitution saving throw or take 2d8 necrotic damage.

Crimson Vines

As an Action, you can spend 2 blood points to attempt to bind a creature with vines created from blood within 10 feet of you that you can see. The creature must succeed on a Wisdom saving throw or be restrained in until the end of your next turn.

Vampiric Fangs

As a bonus action, for 1d6 rounds, you can spend 3 blood points to grow vampire fangs. When you hit a creature with an unarmed attack, you choose one unarmed attack you make to bite into the creature you hit to syphon life from that creature. Roll a d8, you gain temporary hit points equal to the number you rolled for one hour.

Sanguine Suffering

At 6th level, as an action, you choose one creature within 30 feet of you. That creature is marked with a blood symbol for one minute. whenever you take damage, the marked creature suffers half of the damage you suffered. You may expend one blood point to have the creature take the same amount of damage as you did.

You can use this feature a number of times equal to equal your Charisma modifier (minimum of one). You regain any expended uses when you finish a long rest

Blood Revival

At 14th level, you gain the ability to reach into a creature, and bring them back to fight for you. Whenever you or an ally within 15 feet of you hit points are reduce to 0 hit points, you or the creature can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can’t use this feature on constructs or undead. You regain use of this feature after taking a long rest.

Blood Transfusion

Starting 18th level, whenever you roll a 18, 19, or 20 on a d20 for a spell attack roll, you regain one blood point.

 

 

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