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Serophage

Your magic comes from blood, both your own and that of others. Serophages learn early in life that they can exercise some control over their own blood, and they harness that ability to awaken the magic that flows through their veins. The dark possibilities of this form of magic become apparent when a sorcerer discovers that they can control the blood flowing in the veins of other creatures as well. Thus is born the serophage, a sorcerer unlike all others.

Serophage Magic

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown below, based on your Elemental Heritage. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a necromancy or a transmutation spell from the sorcerer, warlock, or wizard spell list.
 

Serophage Spells

Sorcerer Level Spells
1st Blood Scarab, Bloody Hands
3rd Mephitic Croak, Shared Sacrifice
5th Delayed Healing, Vital Mark
7th Blood and Steel, Blood Puppet
9th Exsanguinate, Sanguine Horror

 

Strength Beneath the Skin

When you choose this origin at 1st level, you gain control over your blood flow, directing it away from a recent wound. When you take bludgeoning damage, you roll a d4 and subtract the result from the damage taken. When you reach 6th level, the die increases to a d6.
 

Blood Fuel

Starting at 6th level, instead of taking a move action, you can deal 1d4 slashing damage to yourself and regain a number of sorcery points equal to the slashing damage. Alternatively, you can choose to increase the save DC or the attack bonus of the next spell you cast by +1 instead of regaining sorcery points. When you reach 12th level, the die becomes a d8 and the increase to your attack bonus or save DC becomes +2.
 

Blood Barrier

At 14th level, you gain the ability to draw blood from a creature with Intelligence 5 or higher that has been killed within the last 30 minutes and form it into swirling rings that surround you. The number of rings is equal to your Charisma modifier.
The rings absorb physical damage. When you are struck by a melee or ranged weapon attack, one ring absorbs 1d10 damage from the attack and then disappears in a splash.
As an action, you can cause one ring to form into a magical spear of blood and launch itself at a target that you select within 60 feet. You make a ranged spell attack. On a hit, the target takes piercing damage equal to 1d6 + your Charisma modifier and must succeed on a Constitution saving throw or be stunned until the start of your next turn. The spear is considered a magic weapon. It evaporates after it’s expended. Each ring remains until it either absorbs damage or is expended as a weapon.
 

Siphon Blood

At 18th level, you gain the ability to siphon a steady stream of blood from a living creature at a distance. As an action, you designate a creature within 40 feet, and that creature must make a Constitution saving throw. On a failed save, the creature takes 2d6 necrotic damage as blood oozes through its skin and flows through the air to you, where you absorb it through your own skin. For every 2 points of damage dealt to the target, you can choose to regain either 1 hit point or 1 sorcery point. The siphoning continues, dealing damage and restoring hit points or sorcery points at the start of your turn, until you end the effect (no action required) or until the target makes a successful Constitution saving throw at the end of its turn.


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