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Claret Soul

All living creatures share a cosmic bond through their life force. And that life force is represented by the vital ichor running through their physical visages. You have been gifted with extraordinary awareness and control over blood, the spark of hemomancy igniting inside your magical reserves. You, or someone from your lineage, might have been meddled with the comsic connection between all living beings, the backlash suffusing your own blood with potent magics. Perhaps you exhibit such prowess due to influence by a powerful master of hemomancy or otherworldly being. Whatever the source of this awakening, you are now in the position to take control over blood and life itself. As a Claret Soul sorcerer, you decide how your hemomantic powers awakened. Were they engraved in your being from your birth? Or did you get influeced by powerful hemonatic magic later in life, that created a spark within your blood? Consult the Hemomantic Origins table for a possible origin of your power.

Hemomantic Origins
Deep Magic Vol 1 pg 61 for more ideas

d6origin
1You survived a failed ritual to create a bloodstone, anbd the energy found shelter within you.
2One of your ancestors experimented with hemomancy and altered their own being.
3You hail from an extremely rare union of a mortal and a vampyr .
4You were brought back to life through a blood ritual, and that changed you.
5A magical disease ravaged your hometown, but your blood was mutated by it.
6You were bitten by a vampyr and some of its magic was left behind, imbuing your blood with sorcery.
Blood Magic

At 1st level, 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.

Sorcerer LevelSpells
1stblood rush, inflict wounds, hemokinesis
3rdblood ward, hold person
5thblood boil, vampiric touch
7thdeath ward, scarlet bond
9thcrimson thorns, hold monster

With your bolstered fortitude, the maximum number of expended Hit Dice you regain at the end of a long rest increases by an amount equal to your Charisma modifier (a minimum of one additional die).

Additionally, whenever you spend at least one hit die on a blood spell using the "amplify" section, Metamagics you apply to that spell cost 1 less sorcery points (minimum of 1)

Pooling Surge:

Starting at 1st level, your magic has started to consume your body for fuel. Whenever you expend a Primal Surge, you leave a 10-foot radius pool of blood on the floor around you. Each pool remains in place for 1 minute. You also gain the following benefits while within a pool conjured by this feature:
• As a bonus action, you can teleport up to 15 feet to another point you can see within a blood pool.
• Opportunity attacks made against you while within the pool are made at disadvantage.
• The area of the blood pool is difficult terrain for hostile creatures.

Crimson Tide

At 6th level, when you cast a spell you can choose to roll one Hit Die and take damage equal to the result. In exchange, you can use one of the following metamagic options in addition to any metamagic applied normally:
• Transmuted Spell
• Extended Spell
• Distant Spell
• Subtle Spell

Fathomless Depths

At 14th level, your blood loses most of its consistency. You gain resistance to necrotic damage, and your Pooling Blood feature is improved:
• Your blood pools now have a 15-foot radius.
• You can spend 5 feet of movement to teleport up to 30 feet to another point you can see within a blood pool.
• When you are hit by a melee attack within a blood pool, you can use your reaction to bounce the attack back at the attacker. The attack now targets the attacker, dealing damage to itself on a successful hit.
• As an action you can roll a number of Hit Dice up to your proficiency bonus, taking damage equal to the highest roll. Every creature within one of your blood pools takes 2d6 necrotic damage per die rolled.

Sanctum

At 18th level, you can cast the Sanguine Sanctum spell as a reaction and anchor it to a blood pool, rather than yourself. When cast in this way the spell does not require concentration.


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