Subclass: Sorcerer -- Blood Magic in New World - Dragonsmoke Archipelago | World Anvil

Subclass: Sorcerer -- Blood Magic

Blood Sorcery, A Sorcerer Sublcass

W   hether through teaching or discovery, you have found that your blood holds magical power. You might have chanced upon a reclusive user of ancient taboo magic, or upon a withering tome with bloodstained pages. In any case, the power of your blood has been made apparent. By tapping into this resource, you are able to bring your will to bear on reality. Sorcerers of this origin may not be held in high regard, but their power cannot be denied.  

Blood Spells

You learn additional spells when you reach certain levels in this class, as shown on the Blood Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.   Blood Spells
Sorcerer Level Spells
1st Cause Fear, Inflict Wounds
3rd Enthrall, Spiritual Weapon
5th Life Transference, Vampiric Touch
7th Blight, Death Ward
9th Contagion, Maelstrom

Font of Blood

Starting at 1st level, you gain proficiency with the Medicine skill.   Additionally when you gain the Font of Magic and Metamagic features from the Sorcerer class you gain the following additional abilities:  
Font of Magic

Blood Is Power   Whenever you expend one or more Hit Dice gained from the Sorcerer class, you may regain an equivalent number of Sorcery Points, up to a maximum equal to your Charisma modifier (minimum 1). Once you have regained Sorcery Points in this way you must complete a long rest before you can use this feature again. You can never have more sorcery points than shown on the table for your level.  
Metamagic
Boiling Blood   Instead of Sorcery Points, you may spend Hit Dice equal to the sorcery point cost to activate your Metamagic options.
  Additionally, at the end of a long rest, you may choose one Metamagic Option to gain access to. When you use it, you must spend 1 HD in addition to other activation costs.  

Blood Crystal

At 6th level, as an action you can create crystals out of the blood of a fallen enemies. Touching a corpse that died within the past 5 minutes, you may create a crystal from it's blood. This ability does not work on undead or constructs. Whenever you expend a Hit Die for a Blood Origin feature, you can crush one of the crystals in your hand instead.   You can have a maximum number of blood crystals equal to your proficiency bonus, and you can’t create one while at your maximum.  

Out for Blood

Starting at 14th level, whenever you cast a spell that deals damage that is 5th level or lower, you can wound yourself to increase the damage dealt. You may spend HD equal to the spell's level in order to deal maximum damage with that spell.   The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 1d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.  

Avatar of Blood

At 18th level, your mastery of your own blood allows you to transform, as a bonus action, into a monstrosity of swirling blood. The instant you transform hostile creatures within 60 feet of you that can see you must each succeed on Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you for the duration of your transformation.   Your transformation lasts for 1 minute or until you end it as a bonus action. During it you take the form of a Water Elemental and the following rules apply:  
  • You automatically revert if you fall unconscious, drop to 0 hit points, or die.
  • You assume the elemental’s hit points but keep your own Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in elemental form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
  • Your game statistics are replaced by the statistics of a water elemental, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature.
  • Your Blood Avatar form has a pool 12 Blood Points you may spend instead of HD to fuel your Blood Magic abilities. When you lose this form, the remaining points from this pool disappear.
  • You retain all languages you know.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so.
  Once you use this feature, you can’t use it again until you finish a long rest.

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