Sorcerer: Serophage Origin in Midgard | World Anvil

Sorcerer: Serophage Origin

You have always been preoccupied with blood, both your own and that of others. At some point, you learned that you could exercise some control over your blood, and you've harnessed that power to awaken the magic that flows through your veins. The dark possibilities of this new magic revealed themselves when you discovered that you could control the blood flowing in the veins of other creatures too.

STRENGTH BENEATH THE SKIN

At 1st level, you gain control over your own blood flow. When you take bludgeoning, piercing, or slashing damage, roll a d4 and subtract the result from the damage taken. At 6th level, the die increases to a d6.

BLOOD FUEL

At 6th level, instead of moving, you can inflict 1d4 slashing damage on yourself and regain a number of sorcery points equal to the slashing damage. Alternatively, you can choose to increase the save DC or the spell attack bonus of the next spell you cast by +1 instead of regaining sorcery points. At 12th level, the die becomes a d8 and the increase to your spell attack bonus or save DC increases to +2.

BLOOD BARRIER

At 14th level, you can draw blood from a recently killed (within the last 30 minutes) creature of Intelligence 5 or higher and form it into swirling rings that surround you. The number of rings equals your Charisma modifier. The rings absorb physical damage. When you are struck by a melee or ranged weapon attack, one ring absorbs 1d10 damage from the attack, and then disappears in a splash. As an action, you can cause one ring to form into a magical spear of blood and launch itself at a target you select within 60 feet. Make a ranged spell attack. On a successful hit, the target takes (1d6 + your Charisma modifier) piercing damage and must succeed on a Constitution saving throw or be stunned until the start of your next turn. The spear is considered a magical weapon. It evaporates after it's expended. The rings remain until they absorb an attack or they are expended as weapons.

EXSANGUINATE

At 18th level, you can siphon a steady stream of blood from a living creature at a distance. As an action, you designate a creature within 40 feet; that creature must make a Constitution saving throw. If the saving throw fails, the creature takes 2d6 necrotic damage as blood oozes through its skin and flows through the air to you, where it's absorbed through your skin. For every 2 points of damage done to the target, you regain either 1 hit point or 1 sorcery point. The exsanguination continues, causing damage and restoring your hit points or sorcery points at the start of your turn, until you end it (no action required by you) or the target makes a successful Constitution saving throw at the end of its turn.

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