About this mod
Fixes the healing–bleeding contradiction in Blood Sorcery.
New Anticoagulant Blood passive automatically reapplies Bleeding when it ends while in combat; toggle the passive off to stop this effect and end Bleeding immediately.
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This synergy fix humbly aims to enhance that experience, preserving its core vision while smoothing out a mechanical contradiction to unlock even more strategic potential for Blood Sorcerers.
Blood Sorcery encourages a high-risk, high-reward playstyle by fuelling your magic with your own life force. Many of your spells may cost HP, and to stay alive, you’re incentivized to heal mid-combat using spells or items like Woe and Ring of Regeneration. At Level 6, you gain Blood Vitality, which heals you when standing on blood surfaces, further encouraging healing during combat.
However, a core class mechanic revolves around having the Bleeding status effect, as many Blood Sorcery features and spells provide Advantage or bonus effects when you're Bleeding. Unfortunately, healing automatically removes Bleeding, creating a gameplay contradiction: healing to survive cancels the very condition that empowers your abilities.
This often forces you to reapply Bleeding manually using abilities like Blood Sacrifice, typically costing a bonus action every turn, which competes with other critical class tools like Quickened Spell.
This mod fixes that synergy issue by introducing a new Level 1 Passive:
Anticoagulant Blood
During combat, when Bleeding ends, it is immediately reapplied. Toggle off to stop this effect and end Bleeding immediately.
With Anticoagulant Blood active, you can heal freely without breaking your momentum:
- During combat, when Bleeding ends for any reason, it is immediately reapplied.
- Toggle the passive off to suppress the effect and end Bleeding right away.