Blood Sorcery
Blood is the life force of all living creatures, this inportans grants it great menaing, with this inportance comes power. There are some who have figuerd out how to use it as a source for magic, making it a aluring practice for how easy it is to acces it. All living things are born with blood in their veins, and with the right book and a sharp enough blade, any one can become a Blood mage.
Blood magic in of itself isnt evil, blood is a viewed as the flow of once life force. However, it is a dangerous practise to use your own blood for this kind of magic since the consequenses can be lethal. To surcumbvent the danger, many practisioners of the blood arts have figuerd out that the blood of other creatures can be as potent as their own. Such ease of acces to imence power usulay leads down a dark and bloodied path, if your desire for power overwelms your qualms for the lifes of others.
Source: RPathos
Blood Magic
- You can use any item coverd or painted with blood as you spelcasting focus.
- You can use your consitution modifier as your spell casting modfier if you have recived slashing or piercing damage, and if you arent at max health.
- Inflicting damage to yourself dose not remove temporary hit points.
- At the end of a long rest, any remaining sorcery points is converted into Temporary hitpoints for you and your sorcery points becomes 0, rather than regaining sorcery points.
Crimson pool
Starting at 1st level, the blood of all living creatures can serve as a fuel for your magic. As a bonus action, for every point of slashing or piercing damage you dealt to a living creature withing 5 feet of you, during your turn, you can convert into sorcery points.
If there is a source of blood that you can toutch, such as one of the following:
- Bleading boody that died within the day.
- A open container of blood.
At the end of your turn, if you have a number of sorcery points excceding your sorcery point limit, you need to roll a Consentration check with a DC 10 or equal to the number of sorcery points excceding your limit, wich ever is higher. If you faill you loose any excceding sorcery point.
Life Blood
At 6th level, you can use a bonus action to spend your blood points to heal a living creature of your choise within 5 feet of you. The amount healed is equal to the number of blood points spent.
If targeted creature is at full health, the amount will be turned into temporary hitpoints.
Power in Pain
At 6th level, when you are hit by a attack that deals slashing, piercing or force damage, you can use your reaction to turn half of the damage taken into sorcery points.
Blood control
At 14th level, the range of you bonus action to convert damage into sorcery points increses to 30 feet.
Blood of others
At 18th level, you gain the ability to manipulate blood, even if it is flowing inside the veins of other creatures. As a bonus action you are able to expend a number of blood points to affect a creature your choise that you can see within 60 feet. Unles the creature is affected by the paralyzed condition, it has to succed on a Constituiton save to resist one of the following effects of your choise, if the effect deals damage then the damage is halved:
- Control: You manipulate the blood to force a creature to move to your wims. +1 sorcery point for eatch size category of the creature larger than you.
- Move: 2 Blood points for every 15 feet you want to move a creature, 10 feet if its of the ground.
- Attack: 6 Blood points to force a Creature to use its reaction to attack an nearby creature of your choise, you chose what kind of attack it should use.
- Clot: You spend your Sorcery points to clot the blood streem of the target. By expending a number of blood points equal to the creatures constituion modifier, roll its hit die and add your spelcasting modifer as damage to the creature.
- Drain: You pull blood out of the creature and add it to your blood points. Roll a 1d6 to damage the creature and gain twice the result in blood points.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.