Blood Binder (5e Subclass)
Blood Binder[edit]
Sorcerer Subclass
The Blood Binders are sorcerers who delve into the ancient and forbidden art of blood magic, forging potent connections through vital essence. They form blood pacts with allies, offering a share of their own strength in exchange for a bond of protection or power. Their magic allows them to manipulate the life force of others, using blood as both a weapon and a conduit for greater abilities. As they grow in power, they learn to drain the strength of their foes, assimilating their energy to fuel their dark arts.
Blood Binders embrace the dangerous allure of their power, walking the thin line between mastery and corruption. Their rituals are whispered about in hushed tones, as they gain both reverence and fear from those who witness their capabilities. With blood as both their medium and their weapon, they wield a dark, undeniable force, able to bolster allies or bring down enemies with terrifying precision.
Blood Binding Pact[edit]
At 1st level, your mastery of blood magic allows you to form a Blood Pact with a willing creature you can see within 30 feet. This bond links your life forces, granting you both strength and protection.
Bonded Strength: While the Blood Pact is active, you gain the following benefits:
- When you take damage, you can use your reaction to transfer a portion of the damage to your bonded creature. The bonded creature takes half the damage you would have taken (rounded down).
- As long as the Blood Pact is active, you and your bonded creature share a sense of your vitality. Whenever one of you takes damage, the other gains temporary hit points equal to your Sorcerer level (minimum of 1) until the end of your next turn.
Blood Symbiosis: While the pact is active, both you and your bonded creature have advantage on saving throws against poison and disease. This reflects the connection between your life forces and provides mutual protection.
You can form a Blood Pact once per long rest. The bond lasts for 1 hour or until dismissed.
Enthralling Magic[edit]
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Enthralling Spells table. These spells are part of your blood magic, and while they count as sorcerer spells for you, they do not count against the number of sorcerer spells you know. They represent your growing power to control others, manipulate life force, and leave a mark on those around you.
In addition, at 3rd level, you may choose one of the spells from the table to permanently replace with another spell that fits the theme of manipulating blood or life force (such as a homebrew Blood Bond spell or another appropriate effect).
Sorcerer Level | Spells |
---|---|
1st | Charm Person, Hex |
3rd | Invisibility, Suggestion |
5th | Sending, Vampiric Touch |
7th | Greater Invisibility, Shadow of Moil |
9th | Dominate Person, Modify Memory |
13th | Vampiric Touch (Upgraded to 2d6 healing), Greater Restoration |
17th | Dominate Monster, True Seeing |
Blood Pact: Resilient Bond[edit]
At 6th level, your Blood Pact becomes more potent, offering enhanced resilience and shared fortitude with your bonded partner.
Empowered Vitality: While your Blood Pact is active, when either you or your bonded creature drops below half hit points for the first time on your turn, you can both gain temporary hit points equal to your Sorcerer level + your Constitution modifier (minimum of 1). These temporary hit points last for 1 minute or until depleted. This effect can be used once per long rest.
Shared Damage Mitigation: When you or your bonded creature takes damage, you may use your reaction to transfer half of that damage (rounded down) to yourself or the bonded creature, whichever is more beneficial. This effect can only be used once per turn for each participant.
Blood-Bound Resilience: While the Blood Pact is active, both you and your bonded creature have advantage on saving throws against poison, disease, and any effect that would deal necrotic damage. Your bond strengthens your resistance to the dark influences that plague the living.
Blood Pact: Frenzied Sacrifice[edit]
At 14th level, you can push the limits of your Blood Pact, entering a frenzied state that taps into the deep well of shared power between you and your bonded creature. As a bonus action, you can choose to enter Blood Frenzy for up to 1 minute. While in this state, you and your bonded creature gain the following benefits:
- Increased Power: While in Blood Frenzy, both you and your bonded creature deal additional necrotic damage equal to your Sorcerer level with each spell or weapon attack that deals damage.
- Heightened Speed: Both you and your bonded creature's speed increases by 10 feet.
- Resilient Bonds: You and your bonded creature have advantage on Strength, Dexterity, and Constitution saving throws.
Shared Sacrifice: While in Blood Frenzy, both you and your bonded creature take 1d6 necrotic damage at the start of each of your turns. This damage cannot be reduced or prevented, and is shared equally between both of you. You can only use this feature once per long rest.
Blood Pact: Pactbound Mastery[edit]
At 18th level, you achieve the pinnacle of your bond with blood magic, mastering the flow of vitality between you and your bonded creature. Your connection to blood becomes so profound that it allows you to manipulate life force with ease, empowering both you and those bound to you.
You gain the following benefits:
Aura of the Binder: Your mastery over blood extends a 10-foot radius aura around you. Creatures of your choice within this aura have disadvantage on saving throws against necrotic damage and are vulnerable to necrotic damage from your spells and attacks. Vampiric Surge: When you deal necrotic damage to a creature, both you and your bonded creature regain hit points equal to half the amount of necrotic damage dealt (rounded down). This healing can exceed your maximum hit points, but the excess lasts only until the end of your next turn. Master of Blood: You can cast Power Word Heal once per long rest without expending a spell slot. When you do so, you can choose to heal a creature for an amount of hit points equal to your Sorcerer level + your Constitution modifier. If your bonded creature is within 30 feet of you, you may choose to distribute the healing between them and yourself, but you must split the total amount equally.
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