clearstream
(He, Him)
Sorcerous Origin – Blood Skilled
Sensitive to magic
Your lifeblood is interwoven with the Weave making you acutely sensitive to magic. In addition to your standard Sorcerer cantrips and spells known, at 1st level you know Detect Magic and can cast it as a cantrip.
Blood skilled
At 1st level you gain a ritual wound – a permanent scar somewhere on your body. When a creature saves against one of your spells, you can take a reaction to reopen that wound and spend 1 sorcerer hit dice. If you do, that creature rerolls their saving throw. (Hit dice spent reopening your ritual wound never add to your hit points.) Once you use this ability, you can’t use it again until you finish a short or long rest.
Arterial Font
At 6th level, you can take an action to reopen your wound and spend 1 sorcerer hit dice. If you do, roll that hit dice and add the number rolled to your available sorcery points. Once you use this ability, you can’t use it again until you finish a short or long rest.
Sanguine Counterspell
At 14th level, when another caster within 60’ of you casts a spell you can take a reaction to reopen your wound and spend 1 sorcerer hit dice and 3 sorcery points. If you do, cast Counterspell—countering that spell. You don’t need to know Counterspell or have it prepared to use this ability.
Heart Spell
At 18th level, when you cast a spell that has a casting time of 1 action or bonus action, you can reopen your wound and spend 1 sorcerer hit dice and 1 sorcery point. If you do, that spell’s casting time is 1 bonus action for this casting and it can’t be Counterspelled.
This concept came out of disappointment on my part that the Blood Magic rules on DMG didn't use up hit dice, which seemed the obvious design route. Consequently they paled for me, feeling a touch wan. Are there any other homebrews that explore spending hit dice on other things?
Sensitive to magic
Your lifeblood is interwoven with the Weave making you acutely sensitive to magic. In addition to your standard Sorcerer cantrips and spells known, at 1st level you know Detect Magic and can cast it as a cantrip.
Blood skilled
At 1st level you gain a ritual wound – a permanent scar somewhere on your body. When a creature saves against one of your spells, you can take a reaction to reopen that wound and spend 1 sorcerer hit dice. If you do, that creature rerolls their saving throw. (Hit dice spent reopening your ritual wound never add to your hit points.) Once you use this ability, you can’t use it again until you finish a short or long rest.
Arterial Font
At 6th level, you can take an action to reopen your wound and spend 1 sorcerer hit dice. If you do, roll that hit dice and add the number rolled to your available sorcery points. Once you use this ability, you can’t use it again until you finish a short or long rest.
Sanguine Counterspell
At 14th level, when another caster within 60’ of you casts a spell you can take a reaction to reopen your wound and spend 1 sorcerer hit dice and 3 sorcery points. If you do, cast Counterspell—countering that spell. You don’t need to know Counterspell or have it prepared to use this ability.
Heart Spell
At 18th level, when you cast a spell that has a casting time of 1 action or bonus action, you can reopen your wound and spend 1 sorcerer hit dice and 1 sorcery point. If you do, that spell’s casting time is 1 bonus action for this casting and it can’t be Counterspelled.
This concept came out of disappointment on my part that the Blood Magic rules on DMG didn't use up hit dice, which seemed the obvious design route. Consequently they paled for me, feeling a touch wan. Are there any other homebrews that explore spending hit dice on other things?
Last edited: