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Sorcerous Origin: The Vampiric Fortitude

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

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