Psychotic Blood Sorcerer (5e Subclass)

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Sorcerer Subclass[edit]

Your innate magic comes directly from the power locked deep within your blood. This is one of the most powerful and dangerous wizard origins. The use of this magic generates an evil aura. Because of this, most do not live long, or if they do, they succumb to temptation. Blood magic has been banned everywhere, and even hunted down in some places. Magic users of this type are quite rare and often considered threats.

Blood Fortress[edit]

When you choose this sorcerer origin at 1st level, your maximum life points increase by 2, and increase by 2 every time you gain a level in this class. In addition, you have advantage on resistance tests against diseases and spells or other effects that target your blood.

Crimson Weapon[edit]

At 1st level, through your blood you can connect to a weapon you are proficient in, and can make attacks using charisma instead of strength or dexterity. By increasing the damage on your blood die + your Charisma modifier, it counts as a magic weapon with the objective of overcoming resistance.

Blood Magic[edit]

At 1st level, you gain access to a new type of magic, one that is considered quite dark and gruesome - blood magic. This power is represented by your Blood Dice, whose initial size is a d6.

Once in each of your turns, you can spend your Blood Dice to use your Blood Magic feature. When you use your Blood Magic, you lose a number of life points equal to your blood die roll and using it in the following ways:

- When you make an attack roll with a spell or weapon, 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 skill test, you can add the number rolled on your blood die to your test. You can apply this bonus before or after you make the test, but before you know if you succeed.

- You can regain sorcery points equal to your blood die, you may use this feature once per short or long rest, increased to two uses at Level 6, three at Level 13, and four at Level 17.

- When making an endurance test, you may roll your blood die and add the number rolled to the roll. You may use this feature only before the Master determines whether the stamina test was successful or failed.

- When a creature you can see within 30 feet of you makes an attack roll or skill test, you may use your reaction to roll your blood die and add or subtract that number from the number rolled. You may choose to use this feature after the creature makes its roll, but before the Master determines whether the attack roll or skill test was successful or failed.

- *The Blood Magic effect fails if you fall to 0 life points as a result of your blood roll.*

The size of the blood die increases when you reach certain levels in this class, becoming a d8 on the 6th, a d10 on the 14th, and a d12 on the 18th.

Blood Armor[edit]

At 3rd level, your blood power, when you are without armor or shield, allows you to form blood armor, your unarmored AC becomes 11 + your Charisma modifier + your Constitution modifier

Extra Attack[edit]

At level 5, you can make one more attack with your blood weapon, and after level 6, you can use one life dice to make an additional Blood Attack.

Lifeblood[edit]

At 6th level, through your practice of blood magic, you have learned more control over your own blood, and possibly others. You can now spend your blood die in new ways to heal and/or attack as well as follow:

- Improved Blood Weapon: Your blood weapon increases to +2 blood dice on damage, and also now overcomes immunities

- Blood Attack: As an action, you can roll your blood die to make a magic attack. This attack can be a melee attack or a ranged magic attack, with a range of 18 meters. If it hits, the target suffers necrotic damage equal to 3d8 + his Charisma modifier. The damage increases to 4d10 at 14th level, and to 5d12 at 18th level.

- bloodmancer's Mastery: After casting some magic or trick, you may roll a blood die and add the value to your DC, adding +1 blood die to the damage (if you inflict damage) increasing to 2 blood dice at level 13 and 3 blood dice at level 18.

With one action, you can roll your blood die and choose a willing, incapacitated, or dead creature you can see within 30 feet of you. You can heal yourself or any creature within range for the same value rolled on that die. If the creature has fewer life points than the number rolled, or is dead the Master can determine the amount of life points, if any, to be healed with this feature. Creatures that have no blood in their bodies cannot be targeted with this feature unless your Master specifies otherwise. You may use this feature a number of times equal to half your wizard level, rounded UP. Once you have spent all your uses you can't use this feature again until you complete a short or long rest.

Blood Rite[edit]

At 9th level you have learned how to use your blood to its fullest, revealing new discoveries. You can now increase the area of effect of your Living Blood feature. You can use your Blood Attack on a 2 meter radius area radius centered on you. In addition, you can make the ranged spell attack from your Live Blood feature, when it hits, explode blood, hitting all creatures within 2 meters of the target. In both situations, all creatures within the area must make a Constitution endurance test against your spell's DC, receiving half the Live Blood's damage if successful.

Crimson Psychotic[edit]

At 15th level, your control over blood, enhances your resources once again.


Crimson Blade:[edit]

Increases the damage of your Blood weapon for 3 additional blood dice.


Crimson Conjuration:[edit]

You can spend 2 blood dice to conjure spells or tricks of 7th level or higher, you can use this feature for a number of times equal to your Charisma modifier + half your proficiency bonus rounded down.

Blood Mastery[edit]

At 17th level, you have truly mastered the art of manipulating your blood magic, and have learned to control the blood of everything around you, creating a Blood Gem. You must spend 500 gp on materials and perform a ritual over 8 hours. Each hour of the ritual, you must roll your blood die, giving your own blood to create the Bloodstone.

If you die by any means, your soul is trapped in the gem, and as long as the Blood Gem is not destroyed, it can be placed in a corpse or volunteer creature. Your body begins to reform, reshaping the new one in a process that takes 24 hours. After this period, its soul is fully transferred to the new body, and its old corpse is destroyed. This new body is physically identical to the original. After this process, this gem cannot be used again. - The soul that once inhabited this body is now trapped in the gem, and the creature is considered dead. Any spell that brings a creature from the dead without a body can release this soul from the gem. - After using this gem to come back to life, you must perform this ritual again before you can use another. You can only have one gem at a time.

The gem has an AC of 30, a number of health points equal to the numbers rolled on the blood dice during the ritual (8d6) It is resistant to non-magical, necrotic, concussive, cutting, and piercing damage, both magical and non-magical. If forced to make an endurance test, it uses its proficiency bonus and modifiers. It is magical and emanates a necromantic aura when detected.

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