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Dnd homebrew classes blood
Dnd homebrew classes blood





  • When you use blood sacrifice, you may choose one creature you can see within 30-feet.
  • Your Blood Spells have advantage on attack rolls, and your target(s) have disadvantage on their first save against them.
  • When you activate this feature, and again at the start of each of your following turns, you will regain one sorcerer hit dice.
  • As a bonus action on your turn you may initiate a sanguineous surge, gaining the following benefits: The power within your blood is almost too much to contain, manifesting as a surge of crimson violence. At the start of each of your turns you may spend one sorcery point (or blood sacrifice one dice) to end one disease or poison you are currently suffering. Your mastery over your blood enables you to clear all but the most unusual poisons and diseases. Whenever a creature succeeds on a saving throw that would end one of your spells that is currently affecting it, you may use your reaction and spend one sorcery point (or blood sacrifice one dice) to force it to re-roll the saving throw – it must use the new result. Your control over the blood, or other vital fluids, of other creatures enables you to manipulate them to your whims.
  • If you fail a saving throw you may blood sacrifice one or two hit dice to increase the result by the hit-points lost (potentially turning the failure into a success).
  • When you cast one of your Blood Spells you may use blood sacrifice instead of a spell slot, spending a number of hit dice equal to the level at which the spell is cast.
  • You may use blood sacrifice to fuel your Metamagics, spending any mixture of hit dice and/or sorcery points.
  • Your control over the strength of your blood has enabled you to empower yourself directly, gaining the following benefits:
  • Spend two or more sorcery points to regain d6 hit-points for every two sorcery points spent – if this would bring you above your maximum hit-points you will gain temporary hit-points equal to the excess.
  • Use blood sacrifice to regain a number of sorcery points equal to the hit dice spent.
  • As a bonus action on your turn you may do one of the following:

    dnd homebrew classes blood

    You have the ability to draw upon the power of your own blood. You must roll each spent dice (without any modifiers) and subtract the result from your current hit points. You can use your own blood to fuel abilities in this sub-class as a blood sacrifice, by spending a number of your sorcerer hit dice to power them.

    dnd homebrew classes blood

    * Whenever you gain a level in this class, you may choose to swap dominate beast or hold person (or their replacement) for a different spell from dominate beast, dominate person, hold person or hold monster, so long as you are of a high enough level to cast it. Regardless of how you learn these spells, they are always considered Blood Spells for you. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

    dnd homebrew classes blood

    You learn additional spells when you reach certain levels in this class, as shown on the Blood Spells table.

    dnd homebrew classes blood

    Though the practice of blood magic is shunned, feared, or even outlawed, it can provide a path to incredible magical potential for those with the courage to risk everything to take it. Many mages are drawn to the art of blood magic, becoming sorcerers whose power literally flows through their veins. Phandelver and Below: The Shattered Obelisk Mordenkainen Presents: Monsters of the Multiverse







    Dnd homebrew classes blood