This document summarizes the Sorcerous Origin of a Sangromancer sorcerer. Sangromancers draw on their own blood to fuel their magic. They gain abilities like increasing their hit point maximum and using blood to create weapons. Later abilities allow them to drain life from foes and even cause bloody explosions. Their magic is inherited from a vampire ancestry. The class requires the Deep Magic sourcebook and provides an expanded spell list with blood-themed spells.
Original Description:
Sorc
Original Title
Sorcerous Origin_ the Sanguineness Line - The Homebrewery-1
This document summarizes the Sorcerous Origin of a Sangromancer sorcerer. Sangromancers draw on their own blood to fuel their magic. They gain abilities like increasing their hit point maximum and using blood to create weapons. Later abilities allow them to drain life from foes and even cause bloody explosions. Their magic is inherited from a vampire ancestry. The class requires the Deep Magic sourcebook and provides an expanded spell list with blood-themed spells.
This document summarizes the Sorcerous Origin of a Sangromancer sorcerer. Sangromancers draw on their own blood to fuel their magic. They gain abilities like increasing their hit point maximum and using blood to create weapons. Later abilities allow them to drain life from foes and even cause bloody explosions. Their magic is inherited from a vampire ancestry. The class requires the Deep Magic sourcebook and provides an expanded spell list with blood-themed spells.
At 1st level, your hit point maximum increases by 1 and
Sanguineness Line increases by 1 again whenever you gain a level in this class. You may also expend 10 hp to regain a sorcery point. Blood Blade Starting at 1st level, you may deal a single point of damage to yourself which cannot be mitigated, but doing so allows you to turn this blood into a blade this blade lasts until you long rest and you can change its form at this time. When you attack with this weapon, you can use your Constitution modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls. This weapon is considered magical for overcoming resistance. This weapon starts as a dagger but grows in size. Short Sword (1D6) at 5th level, Long Sword (1D8) at 11th level, and a Great Sword (2D6) at 17th Level. Sanguine Shield At 6th level, you gain the ability to use your blood as a shield. At the start of the day you deal 1d8 damage to yourself to gain the effects of mage armor for the day. You also gain the ability to create a blood shield, when an attack roll is made against you, you may use your reaction to deal 1d6 damage to yourself and give yourself that same damage + Con modifier as temporary hit points. Both features of this power get stronger over time, mage armor becomes 13 + Dex + Con at 10th level. And the shield gets double the damage back + Con at 12th level. Drink them Dry Your innate magic manifests through your command of Starting at 14th level, your control over blood expands, now blood (and its equivalents). Sangromancers, as such affecting your foes. Once on each of your turns, when you sorcerers are called, use their own blood to fuel and empower deal damage to a creature that doesn't have all its hit points, their spells. Later on, this magic extends to their foes, you can expend a sorcery point to deal an addition Blood draining vitality and causing them to bleed out more rapidly. Blades damage die to the target, you also heal for that Over time, their bodies have learned to adapt to the frequent amount. exsanguination required to fuel their sorcery. One can easily recognize a sangromancer from his or her ruddy complexion, Sanguine Storm at least out of combat. The numerous scars over the hands At 18th level, you learn how to force your magic into the body and forearms are also quite telling, unless concealed by of a mortally wounded creature with such ease and force as robes. Some sangromancers have such an increased level of to create an explosion of magic. When you deal damage to a hematopoiesis that they must do regular phlebotomies lest it creature and reduce it to 0 hit points, you can spend 2 result in health problems. Your power stems from your sorcery points to cause the creature to explode violently. The bloodline inherited from a vampire. (This Class requires the target fails one death saving throw automatically. Each Deep Magic book by Kobold Press) creature within a 15-foot sphere centered on the target must make a Constitution saving throw. On a failed saving throw, a Expanded Spells creature takes 7d6 necrotic damage. On a successful saving The Radio Demon lets you choose from an expanded list of throw, a creature takes half damage. spells when you learn a warlock spell. The following spells For the purpose of any other Sorcerer class feature, you are added to the warlock spell list for you. New spells are treat each explosion from this class feature as if it were a marked with an asterisk. Necromancy (Blood) spell that you know as a sorcerer. The Sanguineness Line Expanded Spells Spell Level Spells 1st blood Scarab, stanch 2nd blood lure, hold person 3rd vital mark, bestow curse 4th blood and steel, blood puppet 5th exsanguinate, sanguine horror