You didn't choose to become a spellcaster—you were born one. There's magic in your blood. Perhaps a divine influence blessed one of your ancestors, a forebear communed with an ancient, primordial entity, or a powerful occult ritual performed long ago influenced your lineage. Self-reflection and study allow you to refine your inherent magical skills and unlock new, more powerful abilities. The power in your blood carries a risk, however, and you constantly face the choice of whether you'll rise to become a master spellcaster or fall into destruction.
SC2 + intelligence
Baseline Weapon Proficiency:
Simple, Unarmed.
Baseline Armor Proficiency:
Unarmored.
| Proficiency | Trained | Expert | Master | Legendary |
|---|---|---|---|---|
| Armor | — | L13 | — | — |
| Dodge | L1 | L12 | L20 | — |
| Fortitude Save | L1 | L5 | — | — |
| Initiative | L1 | L6 | L17 | — |
| Perception | L1 | L12 | — | — |
| Reflex Save | L1 | L9 | — | — |
| Spell/DC | L1 | L7 | L15 | L19 |
| Weapon | — | L13 | — | — |
| Will Save | — | L1 | L14 | — |
Hit Die: d6
The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-rank spells of your choice and four cantrips of your choice.You choose these from the common spells from the tradition corresponding to your bloodline, or from other spells from that tradition to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank.
Each time you level up, you gain 2 spell slots and you can learn two more spells from your spell list.
When you gain spells from your bloodline. These spells do not count towards your mnown spells.
4 + round down(sorcerer_level/6)sorcerer_level*2sorcerer_level*2| Class Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | 10th |
|---|---|---|---|---|---|---|---|---|---|---|
| L1 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L2 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L4 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L5 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L6 | 3 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L7 | 3 | 3 | 3 | 1 | 0 | 0 | 0 | 0 | 0 | 0 |
| L8 | 3 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
| L9 | 4 | 3 | 3 | 2 | 1 | 0 | 0 | 0 | 0 | 0 |
| L10 | 4 | 3 | 3 | 3 | 1 | 0 | 0 | 0 | 0 | 0 |
| L11 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 | 0 |
| L12 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 | 0 |
| L13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 | 0 |
| L14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 | 0 |
| L15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 | 0 |
| L16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 | 0 |
| L17 | 4 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | 1 | 0 |
| L18 | 4 | 4 | 3 | 3 | 2 | 2 | 1 | 1 | 1 | 0 |
| L19 | 4 | 4 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | 1 |
| L20 | 4 | 4 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | 1 |
To cast spells with the F component, sorcerers must have a free hand or be using it to hold a arcane focus such as a staff or wand. If they do not, they cannot cast spells with the F component
Because of the magical power inherent in your blood, your spells that hurt or cure are stronger than those of other spellcasters. When you Cast a Spell from your spell slots that either deals damage or restores Hit Points, you gain a status bonus to that spell's damage or healing equal to your sorcerer level/2(round up) This applies only to the initial damage or healing the spell deals when cast. An individual creature takes this damage or benefits from this healing only once per spell, even if the spell would damage or heal that creature multiple times.
Each sorcerer comes from a wide variety of bloodlines. Each comes with unique history and unique powers and abilities.
based on your selected bloodline you can spend blood points on Bloodmagic abilities. The core abilities are listed here.
You gain blood points equal to half your sorcerer level(round up). You regain your charisma modifier of blood points on a short rest, or all during a long rest.
Select a Sorcerer Class Feat
Select a Sorcerer Class Feat
Select one spell for each spell level you have. You can only change this one spell at a a long downtime and can select a new one for each new level. When you cast a signature spell, it is automatically upcasted to one level above it currently is. This is after heightened rules.
Select a Sorcerer Class Feat
Select a Sorcerer Class Feat
Select a Sorcerer Class Feat
Select a Sorcerer Class Feat
Select a Sorcerer Class Feat
None
you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
Draconic Ancestry | |
Dragon Color | Damage Type |
Black | Acid |
Blue | Lightning |
Brass | Fire |
Bronze | Lightning |
Copper | Acid |
Gold | Fire |
Green | Poison |
Red | Fire |
Silver | Cold |
White | Cold |
You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, you gain advantage.
1:
2;
3;
4;
1: Fear
2; Breathe Elements
3: Haste
4: Elemental Infusion
5: Summon Draconic Beast
6. Draconic Spiritual Infusion
7. Mask of Terror
8. Might of the Dragon
9: Draconic Polymorph
As magic flows through your body, it causes physical traits of your dragon ancestors to emerge.UYour hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. In addition you gain resistance to the dragon type associated to the dragon In addition you can spend a blood point to cast dragon claws as an action, lasting for 1 minute
DRAGON CLAWS
As an action Vicious claws grow from your fingers. They are finesse unarmed attacks that deal 1d4 slashing damage and 1d6 extra damage of a type determined by the dragon in your bloodline.
Upcast (4th) The extra damage increases to 2d6
Upcast(8th) The extra damage increases to 3d6
When you deal damage to a target with sing the element matching your draconic ancestry, you can inflict an additional effect on the target based on the element of your ancestry using a single blood point
Acid: The creature’s armor is reduced by 1D6 until the end of your next turn.
Cold/Poison: The creature suffers a 1D6 penalty to its next Fortitude saving throw or ability check until the start of your next turn
Fire: The creature takes an additional 1D6 Fire Damage and cannot gain the benefit of cover
When you cast a spell that deals damage of the type associated with your draconic ancestry, consider rolls of 1 and 2 as rolls of 3 on dice rolls.
For 1 action, 2 blood point, you can use spiritual draconic breath.
SPIRITUAL DRACONIC BREATH
You summon a spectral draconic form that unleashes a devastating breath. In a 45 foot cone, the target must make a basic reflex save. On a failure, they take 5D8 damage, you can increase the dice rolled by expanding additional blood points.
For 2 actions and 2 blood points you create draconic wings that give you 50ft or your base movement speed (your choice) for 1 hour. You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
You can increase the duration by 2 hours for every point spent.
Spend 8 bloodline points and 3 actions to channel your draconic spirit. You grow larger and you are shrouded spectral form of your dragonic ancestry. For the next minute you gain these benefits
1, Creatures hostile within 120ft must succeed a will save vs your DC
CF: terrified for the next minute
F: Frightened for the next minute
S: Frightened until the start of their next turn
CS: N/A
2. You automatically cast dragons claws and its attack gain a +5 to hit
3. You automatically cast Create Draconic Wings and gain a bonus 10ft of movement
4. You gain immunity to your draconic elements, gain ward +2 and +10 to armor.
None
The Feywild is nature's power running rampant and as such you gain the Primal Spellist.
| Class Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | 10th |
|---|---|---|---|---|---|---|---|---|---|---|
| L1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L4 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L5 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L6 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L7 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L8 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L9 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L10 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L11 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L12 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L13 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L14 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L15 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L16 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L17 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L18 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L19 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L20 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
You gain the Fey Ancestry trait, Additionally, you can speak, read, and write Sylvan. You have advantage on Insight checks to determine the emotional state of other creatures
1.Charm Person
2. Impenetrable Pelt
3. Seed Burst
4. Primal Curse
5. Strangle Thorns
6. Feast for Heros
7. Pollen Pods
8. Call of the Woods
9. World Tree
When you cast a spell, you can spend 2 blood points and a action to create an aura of fey magic around you. Each creature within 15 feet of you must succeed on a Will saving throw against your spell save DC or become charmed by you for 1 minute or until they take damage.
You can spend 2 blood points to force an enemy to re-roll a will saving throw when you cast a mentalism spell from your primal spell list or Fey inherent spell.
Enemies with a wisdom score of 15 or less, or are not master or higher in will saves, they gain a -2 on all will saves if they are 15ft of you.
You can cloak a spell to be disguised as another spell, expending 3 blood points, The DM must make the target react as if the original spell has been cast. (E.g counterspell) unless they succeed an arcana(Spellcraft) check against your DC at a disadvantage.
you undergo significant growth within your court, gaining knowledge of your own innate magic. You gain one of the following abilities depending upon your court. In addition you gain flying up to your move speed
Summer's Warmth. You harbor a fierce spirit within you, and you can embolden it when the need arises. As a bonus action on your turn you can grant yourself the following benefits for up to 1 hour. Once you use this feature, you can’t use it again until you finish a long rest
You gain resistance to fire damage.
Your speed increases by 10 feet.
You shed bright light from your body in all directions for 30 feet and dim light for an additional 30 feet.
Allied creatures visible to you within 30 feet are immune to the effects of extreme cold and gain advantage on saving throws made to resist charm effects.
Spring's Love. When you charm a creature, you can choose to spend 3 blood points to empower that charm. A creature under an empowered charm follows your telepathic commands perfectly as long as it is within 120 feet of you. It believes it is taking all of its actions of its own free will. When an empowered charm ends, you can choose whether the target knows that it was charmed or not. An empowered charm does not change the duration or saving throws of the charm effect. Once you use this feature, you can’t use it again until you finish a long rest.
Autumn's Bounty. You can conjure a small feast of food and drink as an action on your turn. The magical feast appears as normal food and is enough for up to four small or medium creatures. When a creature that is not hostile to you consumes any of the food or drink, they must succeed on a will saving throw or become charmed by you for up to 1 hour. This effect ends if the creature is attacked by you or your allies. Once you use this feature, you can’t use it again until you finish a long rest.
Winter's Grasp. As an action on your turn you can spend 3 blood points to chill a creature you can see within 90 feet until the beginning of your next turn. A chilled creature has disadvantage on reflex saving throws and must succeed on a fortitude saving throw against your spell save DC or be forced to use all of its movement to seek warmth on its turn. If the creature is immersed in water or soaking wet as if they had recently been immersed in water, it instead becomes frozen on a failed save and is paralyzed until the beginning of your next turn. Once you use this feature, you can’t use it again until you finish a long rest.
None
You can spend 2 bloodline points as a reaction to roll 1D4 to add to a saving throw after you have rolled and known the result.
As a descendant from a divine bloodline, you use the divine spellist.
| Class Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | 10th |
|---|---|---|---|---|---|---|---|---|---|---|
| L1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L4 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L5 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L6 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L7 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L8 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L9 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L10 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L11 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L12 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L13 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L14 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L15 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L16 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L17 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L18 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L19 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L20 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Your inhereng spells for the angelic bloodline
1. Healing Hands
2. Divine Courage
3. Holy Light
4. Light of Battle
5. Resurrection
6. Army of Divine Blades
7. Divine Decree
8. Moment of Renewal
9. Foresight
At a short rest, select yourself or and ally you can touch to gain +1 to one type of saving throw for 12 hour.
You can use the following bloodline points
Divine Guide
You may spend 2 blood points whenever your spell hits an enemy who fails a saving throw or when you target an ally. An ally gains advantage on their next attack roll while a target
Angelic Ward
When you target an ally with a spell, you may expend blood points to grant them <blood points expended> Ward value to a max of 5 for the next minute.
You can expend 8 blood points to gain the effect of a short rest over a minute, but do not regain any blood points.
For a free action, you can immediately recover 25% of and remove one core status effect of your max once per long rest.
Once per long rest, you can spend 4 bloodline to use an action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 60 feet. The wings last until you're incapacitated. In addition you gain +3 to defence and resistant to all non-magical damage
It remains in effect till you die or are incapcitated, or you dismiss them as an action.
None
You learn abyssal and have a +2 on intimidation checks
1. Phantasmal Minion
2. Psyhic Shriek
3. Void Hunger
4. Nadard’s Black Tentacles
5. Contact other plane
6. Psyhic Rend
7. Mind War
8. Eldritch Storm
9. Break Mind
Drawing your blood’s power from the dark mysterious places of the world, your spell list is occult.
| Class Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | 10th |
|---|---|---|---|---|---|---|---|---|---|---|
| L1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L4 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L5 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L6 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L7 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L8 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L9 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L10 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L11 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L12 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L13 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L14 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L15 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L16 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L17 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L18 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L19 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L20 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
When you make a melee unarmed attack or cast a touch spell, your limbs can extend for an additional 10ft of range.
Whenever you cast a spell, expend 2 blood points to cause creatures in a 10 feet radius to make a will saving throw. On a failure they gain Stupefied 1. The aura increases by 10 feet perfor additional blood point or subsequent turn this is used.
Horrifying Blast - When a creature fails a saving throw against a spell that frightens, charms, dominates them that you cast, you may spend 1 blood point to do psyhic damage equal to your level, doubling if they had critically failed.
Eerie Veil - You may spend a blood point after you succeed a saving throw to give an enemy a -1 to saving throws until the start of your next turn or gain +1 to saving throws after you make an enemy fail a saving throw until the start of your next turn.
You gain resistance to psyhic damage, and succeeding a saving throw against psyhic damage reduces the damage to 0. In addition, you gain advantage in saving throws against frightened effects and you are immune to terror.
For 5 blood points. you can unleash your aberrant power as a space-warping anomaly. As an action, you can teleport to an unoccupied space you can see within 120 feet of you. Immediately after you disappear, each creature within 30 feet of the space you left must make a Fortitude saving throw against your. On a failed save, a creature takes 3d10 true damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage and isn't pulled.
Each time you cast a spell with the S component, spend 3 blood points to force in a 25ft radius to make a fortitude save.
S/CS: No effect
F: They gain stunned 1, Weakened(Mind) 2
CF: They become stupefied and gain Weakened(Mind) 5
You can transform yourself at will into a horrific aberrant spending a blood point to transform. It lookse however you wish, but looks like an amalgram mass of flesh, scales, tumors and tentacles. When in that form
None
You have studied Infernal rhetoric and grammar, and as such are exceptionally eloquent with your words. When speaking to a creature in Infernal, you gain advantage on Charisma checks. You now speak Infernalthe words to cast spells
You draw your power from demonic powers, arcane in nature, though a twisted version of it
| Class Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | 10th |
|---|---|---|---|---|---|---|---|---|---|---|
| L1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L4 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L5 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L6 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L7 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L8 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L9 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L10 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L11 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L12 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L13 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L14 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L15 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L16 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L17 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L18 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L19 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L20 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
1. Bane
2. Pool of Pain
3. Crisis of Faith
4. Summon Demon
5. Chain of Corruption
6. Tiltating Delusions
7. To ash and dust
8. Phantasmagoria
9. Infernal Gateway
you can spend blood points with your demonic bloodline
Infernal Fire You can spend your blood point to change your lowest damage die roll to the highest roll
for a spell that does fire damage
Fiendish Restoration: When you kill an enemy, you can regain hitpoint equal to the target CR + your charisma modifier for 2 blood points
Swamp of Sloth: When you select a spell that targets an area. After the effect ends, spend 3 blood points to turn that area to a max of 20x20 feet area and turn into a fieldfelid, fiendish swamp. It exudes a noxious stench, and is difficult terrain that deals 1D6 poison damage to creatures that end their turn in it Creatures can take a fortitude saving throw to ignore the effect. Everytime you cast a spell, you can spend 1 blood pint to increase the radius by 5 feet.
Everytime an enemy is affected by one of your spell, you can reduce its will save by one or gain a +2 to intimidation
Each time you take damage, you can spend a reaction and 2 blood points to roll a D6.
1: You take twice your level in true damage
2-4: Reduce the damage by the dice value*D10
5-6: reduce the damage by half.
Spend 3 blood points to channel your demonic blood in a unstable amount. When you do so, each turn you must make a will save vs your own spell DC.
CF: the effect ends and you take 50% of your max health as true damage
F: You take 5 + your total level in true damage
CS/S: No effect
While this happens. your spell DC, not counting for the DC you must save against, increases by 3. When you do damage with spells, half(round down) of your damage dice is counted as max.
When you gain one of these features, you can expend an additional blood line point to select another. Selecting requires 3 actions and last for a minute per blood point expended.:
Blood of the Fiend. You additionally are immune to spells of 2nd level or below.
Eyes of the Fiend. You additionally gain truesight of 120 feet.
None
No features assigned to Wild Magic.
| Level | Features | Skill Feats at this Level | Skill Points from this Class |
|---|---|---|---|
| L1 | SC1-ST–Sorcerer Spell Table, SC1-AF–Channeling Focus, SC1-SP–Sorcerous Potency, SC1-BLSP–Bloodline Inherent Spells, SC1-BC–Bloodline Choice, Bloodline | — | 1 |
| L2 | Bloodline, SC2-BM–Blood Magic | — | 1 |
| L3 | SC3-CF–Sorcerer Class Feat | 1 | 1 |
| L4 | Bloodline | — | 1 |
| L5 | — | — | 1 |
| L6 | Bloodline | 1 | 1 |
| L7 | SC7-CF–Sorcerer Class Feat | — | 1 |
| L8 | Bloodline, Empowered Blood Healing | — | 2 |
| L9 | SC9-SS–Signature Spell | 1 | 2 |
| L10 | — | — | 2 |
| L11 | SC11-CF–Sorcerer Class Feat | — | 2 |
| L12 | Bloodline | 1 | 2 |
| L13 | SC13-CF–Sorcerer Class Feat | — | 2 |
| L14 | Bloodline | — | 3 |
| L15 | — | 1 | 3 |
| L16 | SC16-CF–Sorcerer Class Feat | — | 3 |
| L17 | SC17-CF–Sorcerer Class Feat | — | 3 |
| L18 | Bloodline | 1 | 3 |
| L19 | — | — | 4 |
| L20 | SC20-CF–Sorcerer Class Feat | 1 | 4 |