Blood Sorcerer (5e Subclass)
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Blood Sorcerer[edit]
Sorcerer Subclass
Your innate magic comes directly from the power enclosed deep within your blood. This is one of the most powerful and most dangerous sorcerous origins. The use of this magic generates an evil aura. Because of that, most don’t live long or, if they do, they succumb to the temptation. Blood magic has been banned everywhere and is even hunted down in some places. Magic users of this kind are quite rare and often considered threats.
- Sanguine Fortitude
When you choose this sorcerous origin at 1st level, your hit point maximum increases by 1, and it increases by 1 whenever you gain a level in this class. In addition, you have advantage on saving throws against disease and spells or other effects that target your blood.
- Blood Magic
At 3rd level, you get access to a new type of magic, a type that is considered to be quite dark and macabre― blood magic. This power is represented by your Blood Die, the starting size of which is a d6.
Once on each of your turns, you may expend your blood die to use your Blood Magic feature. When you use your Blood Magic, you lose a number of hit points equal to your roll on the blood die, and using it in the following ways:
- When you make a spell attack roll, you can add the number rolled on your blood die to your attack roll. You can use this action before or after the attack roll, but before the effects of the attack are applied.
- When you make a ability check, you can add the number rolled on your blood die to your check. You may apply this bonus before or after making the check but before learning if it was successful.
- When you make a saving throw, you can roll your blood die and add the number rolled to the roll. You can use this feature only before the DM determines whether the saving throw succeeds or fails.
- When a creature that you can see within 30 feet of you makes an attack roll, or a ability check, you can use your reaction to roll your blood die and add or subtract this number from the number rolled. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails.
The Blood Magic effect fails if your drop to 0 hit points as a result of your blood die roll.
The blood die size increases when you reach certain levels in this class, becoming a d8 at 6th, a d10 at 14th, and a d12 at 18th.
- Living Blood
At 6th level, through your practice of blood magic, you've learned further control over your own blood, and possibly others. You may now expend your blood die in new ways to heal and/or attack, as well as following:
- As an action, you can roll your blood die to make a spell attack. This attack can be a melee spell attack or a ranged spell attack, with a range of 60 feet. On a hit, the target takes necrotic damage equal to 2d8 + your Charisma modifier. The damage increases to 3d10 at 14th level, and to 4d12 at 18th level.
- As an action, you can roll your blood die and choose a willing, incapacitated, or dead creature that you can see, within 30 feet of you. You can heal yourself or any creature within range for the same amount rolled on that die. If the creature has less hit points than the number rolled or is dead, the DM can determine the quantity of hit points, if any, to be healed with this feature. Creatures that do not have blood in their bodies cannot be targeted by this feature, unless your DM specifies otherwise. You can use this feature a number of times equal to half your sorcerer level, rounded down. Once you expend all your uses, you can't use this feature again until you complete a long rest.
- Blood Rite
At 14th level, you have learned how to use your blood to the fullest, unlocking further discoveries. You can now increase the area of effect of your Living Blood feature. You can use your Living Blood in an area of 5-foot radius, centered on you. In addition, you can cause the ranged spell attack from your Living Blood feature to, on hit, explode blood, hitting all creatures within 5-feet of the target. In both situations, all creatures within the area must make a Constitution saving throw against your spell DC, taking half of the Living Blood damage on an success.
- Mastery of Blood
At the 18th level, you have truly mastered the art of manipulating your blood magic and have learned how to control the blood of everything around you, creating a Blood Gem. You must spend 1000 gp in materials and perform a ritual over the course of 8 hours. Each hour of the ritual, you must roll your blood die, giving your own blood to craft the Blood Gem.
If you were to die by any means, your soul becomes trapped into the gem and, as long as the blood Gem is not destroyed, it may be placed on a corpse or willing creature. Your body start to reform, reshaping the new one on a process that takes 24 hours. After this period, your soul is completely transferred the new body, and your old corpse is destroyed. This new body is physically identical to the original. After this process, this gem cannot be used again.
The soul who once inhabited this body is now trapped on the gem, and the creature is considered dead. Any spell that would bring a creature from the dead without a body, can free this soul from the gem.
Once you have used this gem to return to life, you must perform this ritual again in order to use get another one. You can only have one gem at a time.
The gem has a AC of 30, a number of hit points equal to the numbers rolled on the blood dices during the ritual (8d6), is resistant to nonmagical damage, necrotic, bludgeoning, slashing and piercing both magical and nonmagical. If it is forced to make a saving throw, it uses your proficiency bonus and modifiers. It is magical, and emanates a necromantic aura on detection.
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