1. Abilities

Blood Ward

Blood Ward


Prerequisite: Bloodcraft

  • Blood Ward. When you take a Bonus Action to transform Hit Dice into a spell slot, you can wreathe your body in a protective web of defiling energy. Roll a number of d6s equal to the level of spell slot created. You gain Temporary Hit Points equal to the total rolled.  These Hit Points can be used for Blood Magic spell costs.
  • If a creature hits you with a melee attack roll while you have Temporary Hit Points, the creature takes Necrotic or Poison damage (your choice) equal to your Charisma modifier.
  • Strengthened Rot. Damage dealt by your Sorcerer spells and Sorcerer features ignores Resistance to Necrotic and Poison damage.