Hemomancy Sorcerer

Hemomancy Sorcerer

Your innate magic manifests through your command of blood. Hemomancers, as such sorcerers are called, use their own blood to fuel and empower their spells. Later on, this magic extends to their foes, draining vitality and causing them to bleed out more rapidly.
  Over time, their bodies have learned to adapt to the frequent exsanguination required to fuel their sorcery. One can easily recognize a Hemomancer from his or her ruddy complexion, at least out of combat. The numerous scars over the hands and forearms are also quite telling, unless concealed by robes. Some Hemomancers have such an increased level of hematopoiesis that they must do regular phlebotomies lest it result in health problems.

 

Hemomancy Origin Spells

Sorcerer Level Spells
1st hex or inflict wounds
3rd hold person or cloud of daggers
5th vampiric touch or life transference
7th death ward or stone skin
9th animate object or hold monster
11th blade barrier or harm

 

Hemomancer’s Fortitude

Starting at 1st level, you are immune to poison damage and the poison condition, you gain proficiency in 4 martial weapons of your choice, and your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. In addition, you have advantage on Constitution saving throws from an attack, and your Sorcerous Constitution ability lets you roll 2d4 instead of 1d4 for every sorcery point expended.
 

Crimson Infusion

At 1st level, you can mix your blood into your attacks, adding raw magical power to them. When you cast a spell that deals damage or use a weapon, you can spend one of your hit dice to deal an additional 1d6 force damage with the spell or weapon attack. This damage increases to 2d6 at 6th level, 3d6 at 14th level, and 4d6 at 18th level.
 

Sanguine Conversion

At 6th level, if you start combat with no sorcery points you can convert a number of hit dice or hit points into sorcery points. 1 hit dice or 6 hit points = 2 sorcery points.
  In addition you've become resistant to non-magical bludgeoning, piercing, and slashing damage.
 

Crimson Weapon

At 6th level, you gain the ability to recreate weapons that you've seen before. As a bonus action, you can spend 6 sorcery points or 18 hit points to summon a +1 weapon of your choice for 20 minutes, you have proficiency in this weapon and it's considered magical, and uses your Constitution modifier instead of Strength or Dexterity for the weapons attack bonus. The weapon has infinite ammunition if it requires it.
  The weapon is made of your solidified blood and has the same stats of the base weapon and you have extra attack with your Crimson Weapon. The weapon also deals additional force damage equal to half your sorcerer level. When you make a successful attack roll then you gain hit points equal to half the damage.
  In addition, the weapon becomes +2 at 14th level and +3 at 18th level.
 

Shape Blood

At 14th level, you gain the ability to shape blood weather it's from yourself or spilled from another. You can use your action to spend 3 sorcery point or 9 hit points and choose a spot of blood that you can see within 50 feet of you and that fits within a 5 - foot sphere for 20 minutes. You can manipulate it in two of the three following ways.
  You split and crystalize the blood to form 6 small weapons like daggers, balls, or spikes. The daggers deal 2d4+1 slashing damage, the balls deal 2d4+1 bludgeoning damage, and the spikes deal 2d4+1 piercing damage. You can make the blood into 3 10 foot long tendrils on your back that you can make a melee attack roll with when an enemy is within 10 feet of you. These tendrils deal 2d8 slashing or piercing damage.
  You can crystalize the blood and form wings on your back, the wings grant you a magical flying speed equal to your movement speed. For the duration the wings are out you cannot take fall damage.
  After the duration is up then the blood returns to it original state and must have the effect reapplied to it.
 

Sanguine Armor

At 18th level, you've become resistant to necrotic damage and all forms of bludgeoning, piercing, and slashing damage, you can use all three of the effects of your shape blood ability at once, and you gain extra attack with it.
  Your control over blood expands even further. As a bonus action, you can spend 8 sorcery points or 24 hit points to create a set of +3 magical armor made of your own solidified blood for 20 minutes, you have proficiency in this armor and it replaces your current armor. The armor can only go up to medium and uses your Constitution modifier.
  While the armor is active. If an enemy attack misses you, you can take your reaction to make a melee or spell attack. If an enemy attack hits and deals piercing or slashing damage, then you can take your reaction to attack with your crimson armor. If the attack is a melee attack then you make a melee spell attack dealing piercing or slashing damage on a hit. If the attack is ranged within 100 feet of you then you make a ranged spell attack dealing piercing or slashing damage on a hit. If you take 100 points of damage while the armor is active, then the armor is destroyed and must be reformed

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