Sorcerer
Base Class: Sorcerer

Many sorcerers draw power from their bloodline, but you take it a bit more literally. Whether you are a vampire, were at a centre of a cultists fiendish ritual, or your mastery over blood magic actually comes from your bloodline and family itself, you wield the inherent power of magical blood to fuel your spellcasting.

Tapping into the vitality of life itself as a source of arcane power tends to scare most people, but sorcerers of the crimson bloodline are a danger to themselves first and foremost. Using blood as fuel can be very powerful but it could quickly get out of hand and exhaust not only your magic, but your life.

Crimson Magic

You learn additional spells when you reach certain levels in this class, as shown in the Crimson Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. 

Sorcerer Level

Spell

1st

inflict wounds, mage armor

3rd

enhance ability, ray of enfeeblement

5th

slow, vampiric touch

7th

blight, death ward

9th

antilife shell, mass cure wounds

Detect Life

Starting at 1st level, your affinity for blood allows you to sense it flowing in a creature's veins. As an action, you focus your senses and, for the next 1 minute, detect the location of any living creature with a heartbeat within 30 feet of you. This sense travels around corners and can penetrate most barriers, but is blocked by a foot of stone or hard material.

Using this feature, you can also detect how quickly a nearby creature's heart is beating, and whether they are calm, angry or nervous. Alternatively, you can detect whether any blood has been spilled in an area within the last 24 hours.

Once you use this feature, you can't do so again until you finish a short or long rest, unless you spend 3 sorcery points to use it again.

Blood Arcanum

Also at 1st level, you've gained the ability to do magic using your blood rather than with your own arcane abilities. You gain the following features: 

Blood Sacrifice. As long as you are below your maximum hit points, you may expend Hit Dice rather than a spell slot when casting a spell. The amount of hit dice expended is equal to Spell's Level. When expending Hit Dice this way, you take necrotic damage equal to the result rather than regaining hit points (without adding your Con modifier). This damage can’t be reduced or prevented through any source.

Blood Transference. As an action, you may expend and roll Hit Die up to a number equal to your proficiency bonus and choose a creature within 30 feet of you. Instead of regaining hit points yourself, the chosen creature regains hit points equal to the result (without adding your Con modifier) + your Charisma modifier. When expending Hit Dice this way, you may expend a spell slot of any level to increase the restored hit points by a d6 for each level of the slot.

Revitalizing Syphon

Beginning at 6th level, you can rebuke those that harm you and become stronger in the process. Whenever you are hit by a melee attack or a creature finishes their turn within 5 feet of you, you can use your reaction and make a melee spell attack against them. On a hit, the creature takes necrotic damage equal to your sorcerer level, and you may expend and roll up to a number of  Hit Die equal to your proficiency bonus. When you do, rather than regaining hit points, the melee spell attack deals additional necrotic damage equal to the result on the Hit Die (without adding your Con modifier to them), in addition to the original necrotic damage.

Afterwards, you regain hit points equal to the necrotic damage dealt, and the next spell you cast that deals damage deals an additional 1d10 necrotic damage. You can use this feature once, regaining the ability to use it again when you finish a short or long rest, or by expending 3 Sorcery Points to use it again.

Draining Spell

At 14th level, you can use your blood magic to empower your spells and yourself. Whenever you cast a Sorcerer spell of 1st level or higher that has a damage roll, you may expend and roll up to a number of Hit Dice equal to your proficiency bonus. Instead of regaining hit points, you take necrotic damage equal to the result (without adding your Con modifier), which can’t be resisted or prevented in any way. 

The spell deals additional necrotic damage equal to the damage you took, and afterwards, you gain temporary hit points equal to the necrotic damage dealt by this feature to creatures other than yourself. 

While you have temporary hit points gained by this feature, your walking speed increases by 10 feet and you gain a +2 bonus to your AC.

Crimson Liege

By the time you’ve reached 18th level, you’ve achieved the height of your sorcerous abilities, and you gain the following benefits:

  • The blood magic you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.
  • Whenever you finish a long rest, you regain all your expended Hit Dice, rather than half your total amount.
  • Whenever you finish a short rest, you regain one expended Hit Die. In addition, you may expend any number of Sorcery Points: for every 3 expended Sorcery Points, you regain one expended Hit Die.

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