Sorcerer
Base Class: Sorcerer

Learn this lesson well 'fresh blood'. If a wizard specialises in transmutation magic does he use his speciality to hinder himself by polymorphing into a wolf, or does he turn his prey into a sheep. Remember this the next time you believe your blood is the only tool at your disposal in battle.

    A Sanguine Sage to his young apprentice

Your innate magic lies in the power of your blood. Many with this power can trace their magic to times of sickness and strife: perhaps a vampires presence has darkened the land and warped the very nature of their sustenance, perhaps a blood borne disease has swept through a village leaving few survivors, maybe your lineage can be traced back to a cult who practiced ritualistic sacrifice in the name of some unknown entity, or perhaps you are the last survivor from long forgotten royal bloodline who met a gruesome and untimely end.

Your blood has as much sway over you, as you over it. You can choose from or roll on the Sanguine Sage Quirks table to create your character.    

d6

Quirk 

1

You bleed from your eyes whenever you cast a spell or use a sorcerer feature 

2

You are prone to nosebleeds 

3

Particular emotions cause you to flush bright red regardless of your appearance 

4

You smell strongly of iron

5

You occasionally hear a sourceless heartbeat 

6

You only wear red or shades of red

 

 

 

Hemomancer

You learn additional spells when you reach certain levels in this class, as shown on the sanguine sage table These spells count as sorcerer spells for you, but do not count against the number of sorcerer spells you know. 

Hemomancer spells

Sorcerer level

spells

1st

Bane, Find Familiar  

3rd

Ray of enfeeblement, Lesser Restoration 

5th

Bestow curse, Magic Circle 

7th

Locate Creature, Death Ward

9th

Contagion, Raise Dead 

Blood Soaked

The paths you walk will not always be of your choosing, there are those in this world who would seek your blood as a delicacy or a potion ingredient. Experience has taught you to survive through education and preparation.  

Starting at first level, you are proficient in the medicine skill and light armour.

Life Surge

Even in death the blood of your enemies is yours to command, harnessing the remaining life essence of creatures felled by your magic and using it to bolster those of your choosing. Starting at first level when a creature dies as a result of a spell you cast, you can give a creature within 30ft (yourself included) temporary hit points equal to 1d6 for every level of the spell (cantrips count as 1d6). 

You can use this feature a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.

Haemorrhagic Strike

You have learned to harness the cruelty of your magic and punish those who fail to protect themselves. Starting at 6th level Once per turn whenever you deal damage (AOE spells and weapon attacks included), you can choose to deal an additional 2d8 necrotic damage to one creature and they must succeed on a constitution saving throw against your spell save DC or they begin to bleed for the next minute, a creatures that do not bleed is immune to this effect. A bleeding creature takes 1d8 necrotic damage at the start of their turn and can repeat the saving throw at the end of their turn, if an affected creature receives healing of any kind, they are no longer bleeding. This feature can be used a number of times equal to your charisma modifier, you regain all expended uses after taking a long rest.

At 14th level your Additional damage increases to 4d8 and your bleeding damage increase to 2d8.

Bound Deflection

Beginning at level 14 the latent magic coursing through your veins is potent enough to repel the magical influence of others. As an action you can you can give yourself advantage on saving throws against spells and other magical effects for 1 minute. During this time if a spell attack misses you or you succeed on a saving throw against a spell that you are targeted by (not including aoe spells such as fireball) , you can use your reaction to attempt to deflect the spell to another creature of your choice within the spells range. Using your spell attack modifier or spell save dc if required. You can't use this feature again until you finish a long rest unless you spend 5 sorcery points to use it again.   

Crimson Thread

Starting at 18th level, you can spend 6 sorcery points as a bonus action to sympathetically bind yourself to another creature With in 30ft of you, if a creature is not willing they must succeed on a charisma saving throw against your spell casting DC.  You gain the following features for the next 10 minutes or until you are incapacitated or die 

If the creature is under the effects of any buff spell such as haste,  you also gain the effects of the spell, You can only be effected in this way by one spell at a time however you can choose between spells as a bonus action. You can also grant a creature you are bound to the effects of any spell you are under as a bonus action. 

If the creature is healed using a spell or magic of any other kind you also gain hit points equal to half of their total roll.

If you take damage you can use your reaction to reduce to split the damage by half between yourself and your bound target, this damage can not be reduced in any way. 

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