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Sanguine Sorcery

The is Place Test Material and is subject to change.

Sanguine Sorcery

Class Features


Elder Blood


At 1st level, 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 the magic of your blood to tap into the Arcane. As long as you are missing Hit Points you may cast Spells as though you are wielding a Spell Casting Focus.
 

Spell Transfusion


When you choose this origin, you have the ability to transfer some of the blood used 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 the spells level + 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


Replaces the Font of Magic feature
 
At 2nd Level, you forsake the power of your lineage to draw power from your blood by tapping into the 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.
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 Sorcerer 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.
Converting 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 Sorcery Points equal to your Constitution modifier X the number of Hit Dice expended, up to your maximum Sorcery Points.
 

Hemostasis


At 6th level, you learn to close bleeding wounds of those around you using your blood as a catalyst. As an action, you choose another conscience creature within 10 feet of you and expend 2 Sorcery Points. At the beginning of the chosen creatures next turn, they may expend a Hit Dice. They regain a number Hit Points equal to the number rolled, if any, plus your Charisma modifier.
When a creature regains Hit Points this way you may choose to expend 3 additional Sorcery Points to cure the target of either one disease or one condition afflicting it. The condition can be paralyzed, petrification or poisoned.
This feature has no Effect on Undead and Constructs.
 

Sanguine Ward


When you reach 14th level, your veins strengthen to protect your elder blood for 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 your 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 Temporary Hit Points.
 

Hemoplague


At 18th level, your blood can alter the composition of your Spells. When you cast a spell that targets only one creature, you can infect the target with your blood weakening them for a time. The target of the spell loses any damage Immunities and Resistances, 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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