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Ironmonger Bloodline

Heartforged

At 1st level, you can utilize the iron, and other metals, present in blood to protect you from harm. When you complete a long rest, you gain a number of temporary hit points equal to half your sorcerer level (rounded up) + your Charisma modifier (minimum of 1).   Additionally, when a hostile creature within 30 feet of you dies, you can use your reaction to absorb some of its blood and gain a number of temporary hit points equal to your Charisma modifier. If the creature is undead or a construct, or if the creature has no blood, this ability fails.

Ironmonger

Beginning at 1st level, you can harm others merely by summoning forth the iron from your own blood as a weapon. As an action, you can make a melee spell attack against a target within 10 feet of you. On a hit, the target takes 1d10 + your Charisma modifier in slashing or piercing damage (your choice). The damage die increases when you reach certain levels in this class, increasing to 2d10 at 5th level, 3d10 at 11th level, and 4d10 at 17th level.

Cruor Carnage

Starting at 6th level, you can make your foe's own blood harm and skewer it in place. As a bonus action, whenever you damage a creature within 10 feet of you, you can spend 2 sorcery points to attempt to provoke a violent reaction from their own blood. The creature must succeed on a Constitution saving throw against your spell save DC or take an amount of piercing damage equal to half your sorcerer level + your Charisma modifier and have its speed become 0 until the end of your next turn. Undead, constructs, and creatures that don't have blood are immune to this effect.

Ironskin

At 14th level, while you have more than half your hit points left, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Blood Bomb

At 18th level, when you successfully absorb blood from a creature with your Heartforged feature, as part of the same reaction you can can spend 5 sorcery points to cause the blood to instead explode from its form in a barrage of jagged spikes. Each creature of your choice within 20 feet of the target must make a Dexterity saving throw. On a failed save, they take an amount of piercing damage equal to 6 of the original creature's hit dice, and their speed is halved until the end of their next turn. On a successful save, they take half as much damage and their speed isn't halved.

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