Base Class: Sorcerer
Your true power is the magic that flows within all living blood - and you use none more often than you use your own. It comes to you as naturally as breathing, and you find that your blood holds incredible latent power. The more you draw on this power, the stronger it becomes. Most who have their blood tapped for magic, begin to feel themselves suffering from illness and fragility; but not you. Perhaps your blood carries a gift, capable of the most strenuous uses of blood magic. Whatever it is, you feel your heartbeat grow stronger and louder with every surging growth in your sanguine power.
Hematurgy
Starting at 1st level, you gain the ability to cast beyond your limit by sacrificing the vital life force inside your own blood. As a bonus action, you can spill your own blood and take damage decided by half the amount of rolls of your hemocraft die (minimum of 1), equal to the spell level in which you wish to cast. The next sorcerer spell that you cast on this turn will not expend a spell slot. You cannot use this feature to cast a spell at a level higher than which you're able to cast at.
Similarly, you also gain the ability to expend your life force more directly in the pursuit of power. Alternatively as a bonus action, you can choose to expend any number of hit die you have, gaining 1 sorcery point for each hit die expended. The size of your hemocraft die is shown in the table below:
- Level Hemocraft Die Size
- 3-5 1d6
- 6-9 1d8
- 10-14 1d10
- 15-20 1d12
Hemokinetic Assualt
At 1st level, when you roll damage for a sorcery spell that you have cast, you may take the damage of one roll of your hemocraft die and add that result to the overall damage of the spell.
Pain for Power
At 6th Level, you gain the ability to turn your wounds into powerful displays of magic. When you take slashing, bludgeoning or piercing damage; you can spend 2 sorcery points and use your reaction to cast one spell that would normally require an action or bonus action to cast. You cast this spell after you take the damage, and are unable to do so if knocked unconscious.
Furthermore, through the growing resiliency in your blood, you are now resistance to poison damage and immune to the poisoned effect.
Bloody Defence
At 14th level, the blood spilled from your wounds begins to magically shield you from further harm. While you have no more than half of your hit points left, you gain a +2 balance to your AC.
Hemokinetic Assualt
At 1st level, when you roll damage for a sorcery spell that you have cast, you may take the damage of one roll of your hemocraft die and add that result to the overall damage of the spell.
Explosive Blood Clot
At 18th level, you learn how to force your magic into the body of a fatally injured creature, and cause it to erupt in an explosive display of blood magic. When you reduce a creature to 0 hit points, you can expend 3 sorcery points to cause its body to explode violently. The target automatically fails one death saving throw. Each creature within a 15-foot sphere centred on the target must make a constitution saving throw. On a failed saving throw, the creature takes 7d6 necrotic damage, on a successful save, the creature takes half that damage.