Remove these ads. Join the Worldbuilders Guild

Blood Magic Sorcerer


Hit Points

Hit Dice: d8 per Blood Magic Sorcerer level
Hit Points at first Level: 8+CON
Hit Points at Higher Levels: 5 or 1d8+CON

Proficiences

Armor: Light armor
Weapons: One weapon of your choice.
Tools: One of your choice.
Saving Throws: Constitution
Skills: You have advantage on history checks about Enith-related topics.   Choose one from: Acrobatics, Insight, Intimidation, Medicine.

Overview & Creation

As a Blood Magic Sorcerer you are able to summon fleshy/toothy creatures in the colour of your house at will and they behave in a similar way to the tiny servant spell (however can behave outside of those bounds, just talk to me about it). You are never without your coffin, and must sleep in it when taking a long rest or receive one level of exhaustion. While it is within 100ft of you, you have full control of your blood magic abilities if it is outside of that range your blood magic abilities cost twice as many BP. The coffin cannot be destroyed except by magical means and you are able to make and attune to another in that event.


Starting Equipment

Talk to me about it.


Spellcasting

You have Blood Magic points (BP) that replenish on a long rest. Casting a spell consumes a minimum of one BP. When melee attacking and dealing damage to a creature of the same size or larger that has blood (Excluding things like constructs or elementals) you can regain one missing BP, this can happen 3 times per long rest. Your spellcasting modifier is constitution.   You constantly have the fly spell cast on you and your coffin and you are freely able to control its position relevant to you and sense its surroundings. It also has comprehend languages constantly cast on it and is able to translate your speech to any creatures around you, and their speech to you. both these spells cannot be turned off except by magical means.   Tentacle lvl 1
1d12 piercing damage in a 15ft line in front of yourself, DEX save against your spell save DC for half damage. Does one additional d12 per BP consumed.   Chomp lvl 2
As an action, summon 2 Blood Magic jaws out of the ground that close around an area dealing 2d10 bludgeoning in a 5ft radius circle. Automatically grapples any creature of size medium or smaller inside its radius for 1 round but gives them full cover. STR save against your spell save DC to escape the grapple. Grapples for one additional round per BP consumed. Becomes impassable terrain while up.   Waltz lvl 4
As a reaction, instantly move 5ft in any direction, preventing any damage if your new position is outside of the damage source's range. Move 5 additional feet per BP consumed.   Manifest Mount lvl 6
Casting time: 10 minutes You summon a Blood Magic mount of a shape you choose that is able to obey simple telepathic commands. It has 5hp per BP consumed and lasts for one day. It has a bite attack, +4 to hit for 1d6 +1 per BP consumed.   Blood on The Wall lvl 8
You are able to gain insight on one weakness, resistance or special sense a creature has, with one additional per BP consumed.


LevelProf.BP
1+21
2+22
3+23
4+24
5+35
6+36
7+37
8+38
9+49

Created by

ReiTheMartianCat.

Statblock Type

Class Features

Link/Embed