Sorcerer: Crimson Sorcery
The ancient power of blood courses through your body, fueling your magic with primeval force and leaving you with a growing hunger deep within. You can guide this power to infuse the vitality of others, or to rip it away and steal it for yourself.
As a Crimson sorcerer, you alone know how you acquired your powers. Were you born with them? Did some grim event infuse event infuse you with an insatiable hunger for life force? Did you delve into dark learning?
Consult the Crimson Origins table for a possible origin of your power.
d6 | Origin |
---|---|
1 | One of your parents was a vampire. Though you aren't one yourself, you inherited their hunger, and it drives your magic |
2 | You studied blood rites at a monastery that infuses your own blood with power. |
3 | You survived a vampire's bite, though it left you forever changed and awakened your sorcery. |
4 | Your family suffers under a generational curse that has reared its head with you, driving you to drain vital energy. |
5 | You studied the secrets of life and death, perhaps to save yourself or a loved one. In doing so, you unlocked the crimson power in your blood. |
6 | You died, and a cunning entity offered you a second chance at life. You accepted and awoke with ravenous sorcery coursing through your veins. |
Level 3: Blood Well
You hold a reserve of vital energy called your Blood Well, which you can use to empower your magic. When you make a damage roll or to restore Hit Points to a creature, you can expend your Blood Well to add 1d8 to the roll.
You regain your expended Blood Well when you finish a Long Rest, or when a creature takes 10 or more Necrotic damage from you at one time.
Level 3: Crimson Spells
When you reach a Sorcerer level specified in the Crimson Spells table, you thereafter always have the listed spells prepared. Spells in red are from this setting and are linked to the statblock.
Sorcerer Level | Spells |
---|---|
3 | Aid, Blood Bolt, Cure Wounds, Inflict Wounds, Ray of Enfeeblement |
5 | Crimson Harvest, Vampiric Touch |
7 | Death Ward, Locate Creature |
9 | Antilife Shell, Mass Cure Wounds |
Level 6: Bloody Tears
As a Bonus Action, you can expend your Blood Well to dissolve in a pool of blood, alomg with everything you're wearing or carrying, for 1 hour. The transformation ends early if you drop to 0 Hit Points, or if you choose to end it (no action required).
While in blood form you gain the following features:
- Your Speed becomes 10 feet.
- You gain Climb and Swim speeds equal to your Speed, and you can climb difficult surfaces such as upside down on ceilings without making an ability check.
- You have Resistance to Bludgeoning, Piercing, and Slashing damage.
- You have Immunity to the Prone condition.
- You have Advantage on Strength, Dexterity, and Constitution saving throws.
- You can pass through small holes, narrow openings, and even mere cracks.
- You can enter and occupy the space of another creature.
- While in blood form, you can't talk, manipulate objects, or cast spells.
Level 6: Scarlet Vigor
You have Resistance to Necrotic damage and, when you finish a Short Rest you can expend you Blood Well to reduce your Exhaustion level, if any, by 1.
Level 14: Vital Siphoning
You can feed on your own life essence to fuel your magic. As a Bonus Action, you can expend a Hit Point Die and choose one of the following benefits.
- Blood Boil. You regain the use of your Blood Well.
- Crimson Pulse. Expend your Blood Well to make the next Metamagic option you use on this turn cost no Sorcery Points.
Level 18: Sanguine Feast
Your hunger for vital essence is unquenchable. As a Magic Action, you can unleash tendrils of blood that lash any creatures of your choice within 30 feet of you. A target must make a Constitution saving throw, taking 5d8 Necrotic damage on a failed save, or half as much damage on a successful one. If your Blood Well is already expended when you use this action, the targets have Disadvantage on the saving throw. If at least one creature takes damage from Sanguine Feast, you regain a number of Hit Points equal to the damage roll.
Once you use this feature, you can't do so again until you finish a Long Rest, unless you spend 5 Sorcery Points to use it again.