Blood mages are feared because of their power, as well as the gory nature of their gift. By manipulating the power in their own, and eventually others', blood, they can improve the potency of their spells and wreak havoc and destruction. Despite their intentions, many blood mages turn to violent and horrific ends to continue their research.
Sanguine Resilience At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Blood Sacrifice From 1st level, spilling your own blood allows you to increase the effect of a damaging spell upon those affected by it. As part of the casting of any spell which causes damage, you may choose to lose 1d3 hit point to add 1d4 necrotic damage, in addition to the spell’s damage. For spells which target multiple opponents, this increase is applied to each target. This additional damage increases by an additional d4 at 8th level (2d4) and 16th level (3d4). Maleficaric Secrets There are many secrets of blood magic. From 1st level, the following spells are added to the sorcerer spell list for you. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell, you can choose the new spell from the spells listed below or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. 1st level: Inflict wounds 2nd level: Calm emotions 3rd level: Vampiric touch 4th level: Death ward 5th level: Geas Sanguine Restoration From 6th level, you can gather sorcerous power from the dying energies of a living being. If you are within 5 feet of a dying creature, or a creature which has died since the end of your last turn, you may gather energy as an action. You regain 1 spent sorcery point when you take this action. Constructs, elementals, and undead may not be used to grant this benefit. Awaken Blood From 14th level, your power can affect a target’s blood even before it is spilled, weakening them to your magic. When casting a spell that causes targets to make a saving throw, you can spend 1 sorcery point to give one target of the spell disadvantage on the first saving throw made against the spell. You may use this ability a number of times equal to 1 + your Constitution modifier (minimum once). You regain all expended uses of this ability when you complete a long rest. Blood Harvest From 18th level, if you drop to 0 hit points, and still have any sorcery points remaining, you may spend any number of these as a reaction, assigning them to any living creatures within 30 feet. For each sorcery point assigned to it, a creature takes an amount of necrotic damage equal to 1d6 + your Constitution modifier. You regain a number of hit points equal to one-half the total amount of necrotic damage inflicted by this ability. Once you have used this feature, you must complete a long rest before you can use it again. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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