Crimson Tide
Subclase de Sorcerer
Zamanora: Ballad of the Witch p. 100 (Homebrew)
- Nivel
- 3
Descripción
Sorcerers of the Crimson Tide carry a grim heritage; descending from a lineage whose bloodline was mingled with that of vampires, or an ancestor who struck a pact with these profane entities. Wielding the blasphemous and beguiling powers of the deathless accursed, yet free of their sempiternal curse, the innate magic that runs in these magicians' veins allows them to siphon vitality and manipulate the emotions of their foes.
Rasgos
Hemomancy Nivel 3
Your bloodline's power allows you to turn your profane vigor into raw magical energy and vice versa. When you use a Metamagic option, instead of spending Sorcery Points, you can choose to spend an amount of available Hit Dice equal to the number of Sorcery Points you would have normally spent to use it. Moreover, whenever you take Bludgeoning, Slashing or Piercing damage, you can spend an amount of available Hit Dice up to your Proficiency Bonus, roll them and reduce the damage taken by a number equal to the result.
Crimson Tide Spells Nivel 3
When you reach a Sorcerer level specified in the Crimson Tide Spells table, you thereafter always have the listed spells prepared.
Crimson Tide Spells:
| Sorcerer Level | Spells |
|---|---|
| 3 | Bane, Charm Person, Enthrall, Hold Person |
| 5 | Fear, Vampiric Touch |
| 7 | Compulsion, Dominate Beast |
| 9 | Dominate Person, Hold Monster |
Vampiric Heritage Nivel 6
Your accursed blood awakens unholy and beguiling powers within you. You gain Resistance to Necrotic damage. In addition, when you cast Vampiric Touch, the spell's potency becomes enhanced in the following ways:
Crimson Focus. While concentrating on Vampiric Touch, you can maintain Concentration on an additional spell that belongs to the schools of either Enchantment or Necromancy. If your Concentration is lost while concentrating on two spells simultaneously, you always lose Concentration on the spell that is not Vampiric Touch first.
Dark Fangs. For the duration of the spell, you can make two, instead of one, melee spell attacks by taking a Magic Action on your turn. The attacks can be against separate creatures.
Siphon Life. Whenever you reduce a creature to 0 Hit Points with this spell, you replenish one expended Hit Die.
Sanguine Mist Nivel 14
Upon being reduced to 0 Hit Points but not killed outright, your physical form turns into a blood mist along with any equipment you are wearing or carrying. While in mist form, you can't take any actions, speak, or manipulate objects. You are weightless, have a Fly Speed of 30 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, but it can't pass through water. You have Advantage on Strength, Dexterity, and Constitution saving throws, and you are immune to all nonmagical damage. This transformation lasts until the end of your next turn. In addition, once before the duration is over, you can expend a spell slot of your choice and roll a number of d6 equal to the level of the spell slot. Upon doing so, you regain an amount of Hit Points equal to the result. You can use this feature once before you finish a Long Rest.
Dread Lore Nivel 18
When you taste the blood of another creature, you can cast the Legend Lore spell as its target without expending a spell slot. Upon doing so, creatures of the same creature type have Disadvantage on saving throws made against spells cast by you that belong to the schools of either Enchantment or Necromancy, while you have Advantage on spell attacks made for such spells. This effect lasts until you finish a Long Rest, and you can use this feature once before finishing a Long Rest.