Sanguine Sorcery Profession in Lindorwyn | World Anvil
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Sanguine Sorcery

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Sanguine Sorcery (Sorcerer Sub-Class)


Hit Points

Hit Dice: d6 per Sanguine Sorcery (Sorcerer Sub-Class) level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation

Change Long: Blood Well:Nerf rolling hit dice, no cons mod, lose health, regain sorc points. Hemodyasis: Buff to range of 10 feet. Alt Expend sorc point to allow them to use hit die, maybe bonus action.


Class Features

Elder Blood

The strength of your blood grants you extra regenerative abilities. You gain an additional sorcerer Hit Dice when you pick this origin, and again at 5th, 11th, and 17th level.   Additionally, you can use your blood to cast your spells. As long as you are missing Hit Points you may use your body as a Spell Casting Focus.

Spell Transfusion

Starting when you choose this origin, you have the ability to transfer some of the blood that you use to cast your spells back to you. Whenever you deal damage with a spell of 1st level or higher you can choose to regain Hit Point equal to your Charisma modifier. Once you've regained Hit Points using this feature you may do so again by spending 1 Sorcery Point, otherwise you cannot use this feature again until you complete a Short Rest.

Blood Well

At 2nd Level, you forsake the power of your heritage to draw power on your blood itself, and tap into a deep wellspring of magic that runs through your veins. This wellspring is represented by sorcery points, which allow you to create a variety of magical Effects. This feature replaces the Sorcerer Font of Magic Feature.

Sorcery Points

You have 2 sorcery points, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a Long Rest.

Flexible Casting

You can use your sorcery points to gain additional Spell Slots, or sacrifice Hit Dice to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.   Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create Spell Slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a Long Rest.   Table: Creating Spell Slots
Spell Slot Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
Converting a Hit Dice to Sorcery Points. As an Action on Your Turn, you can expend any number of your Hit Dice. When you expend a Hit Dice in this way, instead of gaining hit points you lose 1d8 hit points for each Hit Dice expended this way. After, you regain a number of sorcerer points equal to your Constitution modifier X the number of Hit Dice expended, up to your maximum Hit Dice.

Hemostasis

At 6th level, you learn to close bleeding wounds of those around you using your blood as a catalyst. As an action, you can choose a conscience creature within 10 feet of you and expend 2 Sorcery Points. At the beginning of the targets next turn, they roll a Hit Dice adding your Charisma modifier to the total instead of their Constitution Modifier, and they regain Hit Points equal to the total.   Additionally, you may choose to expend 3 more Sorcery Points to cure the target of either one disease or one condition afflicting it. The condition can be paralyzed, petrification or poisoned. The condition ends at the start of the creatures next turn.   This feature has no Effect on Undead and Constructs.

Sanguine Ward

When you reach 14th level, your veins strengthen to protect your precious blood and not a drop should be spilled without cause. You gain immunity to Necrotic Damage and Spells and Effects cannot reduce your maximum Hit Points.   Additionally, whenever you take damage you may use your reaction to pool the blood as a shield. You gain a number of Temporary Hit Points equal to half the Hit Points you lost. At the end of your next turn you lose any remaining Hit Points.

Spell Plague

At 18th level, you can pull on the great magic that dwells within your blood and turn it against your enemies. One target creature with 30 feet of you is affected by the corrosive nature of your blood. The target becomes weaker to incoming attacks, the target loses any immunities and resistances to damage types and gains vulnerability to all damage until the end of your next turn.   Once you use this feature you cannot use it again until you complete a long rest.

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