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Blood Magic Sorcerer

In the distant corners of Chronan, old traditions of blood sacrifice in honor of the forbidden Gods of Chaos and the multitude of demons still linger. These forsaken rituals have lead to a bloodline of sorcerers who are born with the ability to cast magic through their own blood. This practice is dangerous and widely disapproved, resulting in these sorcerers having to hide their talent. However, the high risk related to their abilities come with a high reward. Due to the exsanguination required to unleash their magic, they often appear pallid, and the number of scars and boils in their skin increases the more they use their dark arts. Their spells manifest with a scarlet hue, and the taste of iron lingers in the air afterwards.  

Blood Magic Features

Sorcerers that are born with blood magic flowing in their veins are most likely chaotic by alignment, having faced discrimination and persecution their whole lives. They benefit from having a high Constitution score.
  • 1st level: Blood Spells, Blood Transfusion
  • 6th level: Blood Sorcery, Sanguine Conversion
  • 14th level: Pureblooded
  • 18th level: Crimson Veil
  • Blood Spells

    You learn additional spells when you reach certain levels in this class. Each of these spells counts as a sorcerer spell for you, but it doesn'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 conjuration or a necromancy spell from the sorcerer, warlock, or wizard spell list.
  • 1st level: ice knife, inflict wounds, toll the dead
  • 3rd level: cloud of daggers, spike growth
  • 5th level: bestow curse, vampiric touch
  • 7th level: evard's black tentacles, spirit of death
  • 9th level: contagion, enervation
  • Blood Transfusion

    Starting at 1st level, you can use your hit dice to empower your spells by adding a surge of your enchanted blood to them. Whenever you hit a creature with a spell attack, you can expend one of your hit dice and add the result to the damage roll. The damage type for that die roll is necrotic.  

    Blood Sorcery

    Starting at 6th level, when you cast any spell of 1st level or higher from your Blood Spells feature, you can cast it by expending a spell slot as normal, by spending a number of sorcery points equal to the spell's level, or by reducing your hit points equal to ten times the spell's level. You cannot spend temporary hit points or reduce this damage in any way.   If you cast the spell using sorcery points or hit points, it requires no verbal or somatic components, and it requires no material components except your blood, unless they are consumed by the spell.  

    Sanguine Conversion

    At 6th level, you learn how to restore your sorcery points with your blood. As a bonus action, you can convert maximum hit points into sorcery points, 15 hit points per sorcery point. If you lose all your maximum hit points, you die instantly. You recover your lost maximum hit points after a long rest.  

    Pureblooded

    By 14th level, your blood is so infused with magic that it rejects all forms of impurities. You become immune to poison damage and the poisoned condition as well as diseases. You cannot be turned into a lycanthrope or an undead such as a ghoul or a vampire.  

    Crimson Veil

    At 18th level, you can spend 6 sorcery points as a bonus action to conjure a terrifying blood-red veil over your body, giving you the following benefits:
  • As long as you are not wearing armor or a shield, you can add your Constitution modifier to your Armor Class.
  • You have advantage to Constitution saving throws.
  • You gain resistance to all damage except necrotic and psychic damage.
  • If you aren't blinded, you can see a heat imprint of any creature that has blood inside it (excluding constructs, plants, oozes, and undead, and creatures deemed bloodless by the DM) within 60 feet of you, even through total cover, heavily obscured areas, invisibility, or any other phenomena that would prevent sight.
  • You can force any creature that isn't an undead or a construct and can see you that starts its turn within 30 ft. of you to make a Wisdom saving throw using your spell save DC, and if the saving throw fails, the target is frightened of you until the end of your next turn.
  • You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.

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