Blood Binder (5e Subclass)
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Blood Binder[edit]
Sorcerer Subclass
The Blood Binders are sorcerers who delve into forbidden blood magic, forming potent connections through vital essence. Through blood pacts, they share strength with chosen allies. They harness their macabre abilities to devour hearts and assimilating the powers of their enemies. Embracing their vampiric nature, they balance the allure of forbidden magic with caution, wielding blood-soaked power. Whispers follow their steps, fascinated by their rituals and heart-consuming prowess. Masters of dark arts, they are formidable allies or foes, wielding undeniable power.
- Blood Binding Pact
Starting at 1st level, You possess the ancient knowledge and power to forge mystical bonds through the exchange of blood. By drinking the blood of another person or creature, and allowing them to drink yours in return, a profound connection is formed. Through this blood pact, you can raise each other's attributes, enhancing your capabilities.
To activate this ability, both parties must willingly partake in the blood exchange. By doing so, you can choose one attribute of your choice to increase by 1 point. The attribute that each choses to raise must be lower than that of the other party.
You can bind a number of creatures equal to your proficiency bonus.
- Enthralling Magic
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Enthralling 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.
Sorcerer Level | Spells |
---|---|
1st | charm person, hex |
3rd | invisibility, suggestion |
5th | sending, vampiric touch |
7th | locate creature, shadow of moil |
9th | dominate person, modify memory |
- Essence Consumption
At 6th level, you gain the ability of Essence Consumption. You can learn abilities from consuming the raw, unbridled power of a magical creature’s essence. A creature’s essence is a force that can only be accessed by drawing directly from the source, the heart.
By devouring the heart of a still living or freshly killed creature, you can gain abilities, such as power, movement, resistance, appendages, or attribute from the creature whose heart you devoured. The GM gets to choose what you gain when you use this feat.
You can only gain one thing from a creature and you can only learn an ability if you have seen or heard of it. Each ability costs 1 Sorcery point to maintain, reducing your available Sorcery points by that amount. These abilities are always ‘on’ and cannot be turned off to regain access to the reserved Sorcery points. The blood binder form often changes to reflect the abilities learned. For example, if you gain the natural base armor of the Galeb Duhr, then your skin can take on a rocky appearance. You can learn a number of abilities of up to half your Sorcerer Level, and if you already have gained some abilities, you can chose to discard one when learning a new one.
- Blood Conduit
From your 14th level, You can use the sending spell to creatures you've made blood binding pacts with a number of times equal to your Charisma modifier and you regain all expended uses when you finish a short or long rest. Additionally, you can now raise attributes above 20 with your blood binding pact.
- Essence Release
At 18th level, though still limited in the number of abilities you can have, you they no longer require Sorcery Points to maintain, freeing up those Sorcery points for other uses.
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