Sorcerer
Base Class: Sorcerer

You come from a long line of prestigious sorcerers, but some generations back the powers stopped manifesting naturally. Determined to continue the legacy, dark rituals were developed and passed down detailing the steps necessary to guide the magic back into the rightful hands. Yours.

Blood Magic - Initiatie

You've learned how to coax power from your blood through ritualistic bloodletting.

At 1st Level you can, as a reaction, expend and roll one of your hit die. Your maximum health is temporarily lowered by the amount rolled. This cannot be reduced in any way and is fully recovered at the end of a long rest.

For the next minute treat CON as your spell stat modifier for your Sorcerer Spells.

While Blood Magic is active, hitting an enemy with a melee attack that deals slashing or piercing damage recovers Max HP equal to your CON modifier (minimum of 1 and only up to your original maximum) and refreshes Blood Magic's timer.

Crimson Metamagic

You've deepened your connection with your blood, discovering more ways to bend it to your will.

At 6th Level, before casting a spell using a Metamagic Option, if Blood Magic is active, you may roll 1d4 for each sorcery point it would normally cost instead of spending the sorcery points required. You temporarily lose Maximum Health equal to the amount rolled. This cannot be reduced in any way.

You have access to all Metamagic options while using this feature but must roll 2d4 for each sorcery point if you do not normally know the option.

Blood Magic grants Multi-Attack to weapons that deal slashing or piercing damage.

Life of Mine Enemies

You have recognized the power that lies in all manner of blood and can exploit its nature, regardless of source.

While Blood Magic is NOT active, when you hit a creature with a melee attack that deals slashing or piercing damage, and the creature can bleed, roll an additional weapon die and add it to the damage dealt. This activates Blood Magic, and you may perform a Metamagic Option that you know before the end of your next turn without sorcery point cost. 

Blood Mastery

Your mastery of all that is sanguine has opened your eyes to the cycle that is blood feeding on blood.

At 18th Level, activating or refreshing Blood Magic by spending a hit die, now also grants an additional damage bonus equal to your CON modifier (Minimum of 1) any time an enemy is hit by one of your melee attacks or non-cantrip spells this turn.

Dealing damage with this feature Heals that same amount in lost Maximum HP. Any of this healing over your maximum is converted to unique Temporary Hitpoints that stack with other Temporary Hitpoints gained by this feature this turn. These Temporary Hitpoints can be spent as if they were Maximum HP.

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