Blood Sorcery

by Dekken

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Blood Sorcery

When the moon turns a deep crimson, a potent power arises in flesh, just beneath the skin. Some awaken to this connection, understanding their bodies to be vessels meant to channel this occult force. Their veins are circuitry; magical ley lines that warp their spells beyond recognition. Their heart beats to the thump of an eldritch rhythm. Blood is the tether that binds body to soul, and it bends to their touch.

You have felt such a connection. Perhaps you are the scion of a vampire, or seen by an outer god of gore. Regardless, the bloodlust grows as the moon rises all the same.

Sanguine Spells

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Sanguine 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.


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 a necromancy or an illusion spell from the sorcerer, warlock, or wizard spell list.

Sanguine Spells
Sorcerer Level Spells
1st Command, Inflict Wounds, Primal Savagery
3rd Crown of Madness, Suggestion
5th Life Transference, Aura of Vitality
7th Sickening Radiance, Locate Creature
9th Antilife Shell, Contagion

Enhanced Vitality

Starting at 1st level, your body teems with an unnatural vigor. If you regain hit points at the end of the short rest by spending one or more Hit Dice, you may roll 1d6 and add your sorcerer level, taking the result as temporary hit points.

Hastened Rejuvenation

Starting at 6th level, you regain all your hit dice after a long rest instead of the usual amount.

Hemomancy

Starting at 6th level, the line between vitality and magic blurs. Whenever you use Metamagic on a spell from your Sanguine Spells list, you can instead substitute the sorcery point cost with the appropriate number in hit dice.


When you use your hit dice this way, roll the amount you spent. You may take the result as healing or deal it as additional necrotic damage to one creature targeted by the spell.

Blood Moon’s Chosen

Starting at 14th level, you gain the ability to channel the power of the blood moon and control your body’s anatomy. You may expend a sorcery point or hit die to get one of the following benefits of your choice, requiring no action. If you use a sorcery point for an option requiring a die, roll a d6.

  • You gain a supernatural charm, giving you advantage on Charisma (Persuasion) and Charisma (Deception) checks for the next 10 minutes.
  • Your nails sharpen to claws. Roll the hit die and add your constitution modifier. The result is added as Slashing damage to your unarmed attacks for the next 10 minutes.
  • If an effect would lower you to 0 hit points, you may roll the die and add your constitution modifier, surviving with the amount instead.
  • If you fail a saving throw, you may roll the die and add the result.

You may use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Vascular Reave

At 18th level, you gain the ability to siphon the vitality of others for your magic. As a bonus action on your turn, you drain the blood of your enemies. Each creature of your choice within 30 feet of you must succeed on a Constitution saving throw against your spell save DC. A target takes 3d10 necrotic damage, or half as much on a success. In addition, if a creature has taken damage from this feature, each creature of your choice in the radius may roll 3d10 and heal the amount.


Once you use one of these bonus action benefits, you can’t use that benefit again until you finish a long rest, unless you spend 5 sorcery points or hit dice to use it again.

Credits and thanks

Thank you to Sameko (@ggghostlady) for the art and /u/blckthorn for the theme.

 

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