Base Class: Sorcerer
Spell Blood sorcerers inherit their magic from powerful spellcasters in their heritage. Alternatively Spell Bloods can also form as those who have come in contact with unadulterated weave and even as reincarnations of powerful spellcasters. The pure vibrance of the weave flows in the veins of these sorcerers. Over time they gain the ability to manipulate the weave to an extent unknown to most. These sorcerers often find themselves overshadowed by the fame and prowess of their heritage even though Spell Blood sorcerers hold the raw power and potential to out shine their legacy (and often strive to do so).
(the goal of this subclass was to create your sorcerer's sorcerer similar to the Paladin of devotion or the Champion Fighter. I wanted to create a sorcerer subclass that embodied the sorcerer class as a whole. Though it might seem generic I feel that the sorcerer was lacking this kinda subclass).
Innate Arcana
When you choose this orgin at 1st level you gain proficient with arcana if you don't already and you gain one Wizard, Bard, or Warlock cantrip of your choice.
Malleable Magic
When you cast a sorcerer spell with a spell slot, you can temporarily replace its damage type with a type that appears in another spell or cantrip you know, which magically alters the spell's formula for this casting only. The latter spell or cantrip must be of the same level or lower as the spell slot you expend.
Bolster Magic
At 1st-level, you can temporarily bolster the power of your spells and cantrips using your inherent magic. Once per turn when you deal damage with a spell or cantrip you can increase the damage done, the damage is increased by a number equal to Cha modifier (minimum of 1). You can use this ability a number of times equal to your proficiency bonus.
Malleable Magic
At 1st-level, when you cast a sorcerer spell with a spell slot, you can temporarily replace its damage type with a type that appears in another spell or cantrip you know, which magically alters the spell's formula for this casting only. The latter spell or cantrip must be of the same level or lower as the spell slot you expend.
Improved Bolster Magic
Once you reach 6th-level, your connection to the weave and your ability to tap into it is now permanently formented. Once per turn when you deal damage with a spell or cantrip you can increase the damage by a number equal to your Cha modifier.
Read the Weave
At 6th-level, you can cast Detect Magic or Identify by spending 1 sorcery point.
Magical Awarness
At 14th-level, you are permanently under the effects of the Detect Magic spell.
Spell Redirect
At 14th-level, if you save on a spell saving throw by 5 or more (than the spells DC) or an attack roll spell misses you by 5 or more (of your armor class) you can spend 4 sorcery point to turn it back on the caster using your spell attack bonus or saving throw.
Weave Weaver
at 18th-level, spell effects of 7th level or lower when cast act as if they were cast from one level higher (if the spell can be upcast)
Magical Fortitude
At 18th-level, you have advantage against all magical effects, and your armor class increases by 1
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