Sorcerer
Base Class: Sorcerer

Many mages and different people from history developed means to do and master hemocraft, but very little of them discovered the potential of pure mortal blood for creating innate magical capabilities. When people like this train themselves enough to make their own bodies their font of magic, they are called Sorcerers of the Flesh Magic, as they use their own flesh as their magical focus.

This practices are usually mistrusted within society, and often considered heretic and forbidden, mostly due to the very little knowledge around them. Keep this in mind when choosing this sorcerous origin.

Magic Through Flesh

Starting at 1st-level, when casting any spell you can ignore all non-priced material components, using your body as your own Arcane Focus.

Sacrificial Magic

Instead of using spell slots, you can use your life force in order to cast your spells. Starting at 1st-level, when casting a spell of 1st-level or higher you can deal yourself 1d6 necrotic damage per spell level instead of using spell slots, up to 5d6 for 5th-level spells.

Any hit points you lose using any of your Flesh Magic features can’t be reduced in any way and can’t be healed until you finish a Long Rest.

Material Blood

Starting at 6th-level, you can use your action to create a gem made of blood that will act as a replacement for any priced material component of the same price or lesser. For each 1 gp the material costs, you inflict yourself 1 point of necrotic damage.

You can’t create nor replace any material component with less than 1 gp of value.

Any blood gem created using this feature disappears when you finish a Long Rest.

Sorcerous Blood

Starting at 6th-level you can transform your blood into Sorcery Points and viceversa. As a bonus action, you can inflict yourself necrotic damage in order to create Sorcery Point or spend Sorcery Points in order to heal yourself. This healing can heal your auto-inflicted damage from your Flesh Magic features.

The Hit Points to Sorcery Points conversion is 5 to 1. You can’t spend nor create with this feature more Sorcery Points than your proficiency bonus with just one action.

Hemoshield

Starting at 14th-level you are able to protect yourself with the same blood you use in order to create magic. Whenever you inflict yourself necrotic damage using your Flesh Magic features you gain the same amount of Temporary Hit Points until the start of your next turn.

Blood Theft

Starting at 18th-level you are able to use other creatures’ blood in your magic crafting. Instead of dealing yourself damage, when using your Sacrificial Magic or Sorcerous Blood features you can choose any creature within 5 feet of you that doesn’t have its maximum of Hit Points. By doing so, the creature must succed on a Constitution saving throw or be the one that receives the necrotic damage of your Flesh Magic features. A creature can choose to fail the saving throw willingly.

If the creature succeeds, you receive the necrotic damage normally.

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