Great Blood
Your innate magic comes from your unique compatibility with a massive pool of blood known only as the Great Blood. Either you or someone who wished for you to live sought a strange cure for your sickness that proved to be fatal and incurable. The magic that thrummed in your veins mingled with the Great Blood to strengthen your body and change your destiny from doomed to driven. Now, the strange blood that surges through you seeks to change the world.
Blood Magic
You learn additional spells when you reach certain levels in this class, as shown on the Blood Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or necromancy spell from the sorcerer, warlock, or wizard spell list.
Blood Spells
Sorcerer Level | Spells |
---|---|
1st | armor of agathys, inflict wounds, spare the dying |
3rd | enhance ability, lesser restoration |
5th | revivify, vampiric touch |
7th | blight, death ward |
9th | contagion, raise dead |
Credits
Artwork 1 By: Nightbringer Vladimir Riot Games
Page Stains By: Jared Ondricek (/u/flamableconcrete)
Crimson Aid
The magic that saved your life makes you unusually hard to harm. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, your veins occasionally flare with a crimson flash. When you aren’t wearing armor, your AC equals 12+ your Constitution modifier.
Sanguine Pool
At 6th level, you gain resistance to necrotic damage. Additionally, when you cast a spell that deals damage, you can spend 1 sorcery point to change that damage type to necrotic damage.
Transfusion
Beginning at 6th level, your magic and your life develop an even deeper bond. When you cast a spell that deals Necrotic damage or any 1st level spell or higher from your Blood Spells table, you gain twice that spell’s level in temporary hit points.
When you cast a spell that deals necrotic damage and you have temporary hit points, you can add your total number of temporary hit points to one damage roll of that spell.
If you cast a spell that deals necrotic damage or one of your Blood spells, a creature of your choice within sixty feet of you regain hit points equal to half of your temporary hit points. You can only make a creature regain hit points in this way a number of times equal to your Charisma modifier, and you regain the ability to do this when you finish a long rest.
Tides of Blood
Beginning at the 14th level, you can make masterful use of your magical blood. You ignore resistance to necrotic damage. Additionally, as a bonus action, you can enter an attuned state for a minute. While in this attuned state, you gain immunity to necrotic damage and reduce the amount of damage you take by a number equal to your Charisma modifier. As part of this bonus action and for the next minute, you can use your bonus action to cast the spell Tidal Wave without expending spell slots. When you cast this spell, it deals necrotic damage instead of bludgeoning damage and conjures a wave of blood rather than water.
Once you enter this state, you can't use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.
The Garden Blessed by Blood
At 18th level, you bolster the blood of your allies and yourself. As an action, you create sculptures of blood in a 30 foot circle around you. These sculptures look like heroes or other figures of your choosing. The sculptures are intangible and invulnerable, and they create the following effects within the circle before vanishing. The sculptures restore up to 100 hit points, divided as you choose among any number of creatures of your choice in the circle. All status conditions affecting creatures of your choice, aside from exhaustion, end. If a creature of your choice is exhausted, they lose two levels of exhaustion. Each creature of your choice has their hit point maximum increased by 20, and they also gain the same number of hit points. These increases last for 24 hours. Once you use this action, you can’t use it again until you finish a long rest, unless you spend 9 sorcery points to use it again.