Sorcerer
Base Class: Sorcerer

The magic of Blood Mages comes from the control they exert over the body fluid of living beings. Few resources explain the how and why of the origin of this magic. To perfect this art, the sorcerer must practice on his own body, at his own risk. In addition to being able to use blood for offensive purposes, it is also possible for a blood mage to help his allies by stopping blood from flowing from a wound. It is an arduous learning process to control the blood flow of others. Only the most advanced can do it.

Blood Spells

1st-level Blood Mage feature

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

Blood Spells

Sorcerer Level Spells
1st false life, cure wounds
3rd gentle repose
5th revivify, life transference
7th  
9th  
11th  
13th simulacrum

In addition, you learn the spare the dying cantrip, which doesn’t count against the number of sorcerer cantrips you know. You can cast it as a bonus action.

Blood Constitution

1st-level Blood Mage feature

Your hit point maximum increases by 2 hit points. Whenever you gain a level, your hit point maximum increases by an additional 2 hit points.

Blood Crystals

1st-level Blood Mage feature

At the 1st level, you learn the spell Blood Crystals, but it doesn’t count against the number of sorcerer spells you know.

Blood Crystals
You are able to shape blood into weapons. As an action, you can spend a Sorcerer spell slot taking 1d8 piercing damage to create 1d4 crystals of blood each dealing 1d6 adding your Constitution modifier as piercing damage to a target.

At Higher Levels. When you use this ability using a spell slot of 2nd level or higher, you take an additionnal 1d8 piercing damage and the number of bolts increases by 1d4 for each slot level above 1st.

6th-level Blood Mage feature
For the purpose of overcoming resistance and immunity to nonmagical attacks and damage, Blood Crystals count as magical.

14th-level Blood Mage feature
You are now able to aim at different targets with your crystals. After rolling dices to determine how many crystals you create, you can choose target up to a maximum equal to your proficiency bonus.

Blood Shield

6th-level Blood Mage feature

At the 6th level, you learn to protect yourself using your own blood as a shield. As a bonus action, you can expend hit points up to your character's level to gain temporary hit points equal to the hit points spent multiplied by proficiency bonus.

You can use this feature a number of times equal to your Constitution modifier, and you regain all expended uses when you finish a long rest.

Blood Transfusion

14th-level Blood Mage feature

At 14th level, you learn to control the flow of blood from those around you. You learn the Metamagic Drain Spell. It doesn’t count against the number of Metamagic you know.

Drain Spell
When you cast a blood spell or Blood Crystals targeting only one creature,  you can spend 2 sorcery points to regain hit points equal to half the damage dealt.

Blood Regeneration

18th-level Blood Mage feature

At 18th level, you attain the perfect constitution and perfect control over the flow of blood running through your veins. At the start of each of your turns, you regain hit points equal to your character's level + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.

You also have resistance to necrotic damage.

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