My Documents
Become a Patron!
# Sorcerer ### Blood Bound While all sorcerers draw magic from their powerful bloodline, occasionally this connection between the body and the arcane manifests in a more physical way. Whether through some mutation during birth, a horrific experiment, or an unfortunate accident, many consider these beings to be cursed, ungodly abominations of magic, though none can deny their power. ##### Blood Bound Features | Sorcerer
Level | Feature| |:---|:----| | 1st | Blood Magic, Arcane Vitality | | 6th | Bloodletting | | 14th | Bloodrend | | 18th | Insanguination | #### Blood Magic The power infused into your blood gives you access to more magic than most. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from any spell list, as long as it restores hit points or deals necrotic damage. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. #### Arcane Vitality Starting at 1st level, the magic in your veins increases your constitution. Whenever you regain hit points from a spell of 1st level or higher, you regain additional hit points equal to the level of the spell that was cast. In addition, when you are concentrating on a spell and you use a Blood Bound feature that causes you to lose hit points, you can maintain your concentration without needing to roll a save. #### Bloodletting Starting at 6th level, you can transform your blood into raw magical energy. Whenever you cast a spell or use an ability that expends a spell slot, you can sacrifice a number of hit points equal to 5 x the spell slot’s level. The spell slot is then treated as one level higher for the purposes of the spell or ability used. #### Bloodrend By 14th level, you have learned to use your blood to fuel your powers. As a bonus action, you can sacrifice a number of hit points equal to half your Sorcerer level (rounded down) to gain 1 sorcery point. When you use this ability, you can gain any number of sorcery points up to your proficiency bonus, sacrificing the required number of hit points for each.
#### Insanguination At 18th level, the magical energy within your veins can bring you back from the brink of death. Whenever you would make a death saving throw, you may expend any amount of your remaining sorcery points. For each point spent, lower the critical success threshold for your next death saving throw by 1. When you roll the death saving throw, if you meet the new critical success threshold, you are healed for 1 hit point. If you exceed the threshold, you are healed for 5 x the amount you exceeded it by. Once you critically succeed on a death saving throw using this feature, you can’t use it again until you finish a long rest.
Created by That1CalvinGuy
Original art by Vacagalo (DeviantArt)