Sorcerer
Base Class: Sorcerer

Also known as Blood Mages, Hemomancers are sometimes mistaken for Vampires due to their blood based magic.

Crimson Pact

Starting at 1st level, your hit point maximum is increased by your Charisma modifier. Each time you gain a level in this class, your hit point maximum increases by an amount equal to you Charisma modifier.

Additionally, at the start of each of your turns, you gain temporary hit points equal to your Charisma modifier.

Transfusion

At 1st level, you learn the Transfusion spell. This does not count against your number of spells known. You can also cast it as a 1st level spell a number of times per short rest equal to your proficiency bonus.

Each time you damage an enemy with Transfusion, you gain 1 stack of Bloodthirst (max 2). You lose all stacks of Bloodthirst if you don't use Transfusion on your next turn in combat. You can expend 2 stacks of Bloodthirst to increase the damage of Transfusion by 3d6.

Sanguine Pool

At 6th level, once per short or long rest, you can use your action to become a pool of blood with a 5 foot radius. While in this form, you can't take any actions or bonus actions and your movement speed is reduced by 10 feet. You become resistant to nonmagical piercing, slashing, and bludgeoning damage and ranged attacks against you are made with disadvantage. You return to your original form at the start of your next turn in the nearest unoccupied space.

Additionally, you can move through a space as small as 1 inch and any space occupied by an enemy. Whenever you move through a creature's space, they take 1d6 acid damage. The movement speed of any creature damaged in this way is halved until the end of their next turn.

Tides of Blood

At 14th level, you can use your action to attack any number of creatures within 10 feet of you. Make a ranged spell attack roll using your Spell Attack Modifier against each target. You can expend any number of hit points to deal half as much piercing damage to them as you shoot your own blood at each creature. Any creature behind another is considered to have half or three-quarters cover.

Hemoplague

At 18th level, you can use your action to select a 10 foot radius area. Each creature in the area must make a constitution saving throw against your Spell Save DC. On a failed save, a creature takes 8d8 piercing damage or half as much on a successful save. You then heal for half of the damage dealt to each of the creatures in the area as their blood is ripped from their bodies and absorbed into you. This ability can only be used once per long rest.

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