Base Class: Sorcerer
Sanguine Bloodline
Expanded Spell List
Starting at 1st level, you learn additional spells when you reach certain levels in this class. Each of these spells counts as a sorcerer spell for you, but doesn't count against the number of sorcerer spells you know. Additionally, any spells that you know that allow for the manipulation or conjuration of water allows you to manipulate or conjure blood as well.
- 1st: shape water, inflict wounds, create or destroy water
- 3rd: aid, ray of enfeeblement
- 5th: life transference, tidal wave
- 7th: death ward, control water
- 9th: enervation, maelstrom
Hemosorcery
Beginning at level one when you choose this sorcerous origin you can use your blood to power your spells. Whenever you cast a spell you may reduce your total and maximum hit points by a number equal to the spells level (cantrips count as level one spells) and cast the spell using your blood as the spellcasting foci. When you cast a spell this way the spell does not require verbal, somatic, or material components except those with a cost associated to them. You do not need a free hand to use your blood as a spell foci. The hit point damage caused by this ability can’t be reduced in any way, and the reduction to your hit point maximum persists until you finish a long rest.
Blood Boon
Your sanguine magic allows you to tap into the essence of your blood. Starting at fist level when you choose this sorcerous origin, you may as a bonus action, choose to take 1d4 necrotic damage to gain a blood boon. The necrotic damage caused by this ability can’t be reduced in any way. Your blood boon lasts for one hour or until expended. You may only have one blood boon active at a time. As a reaction you may expend your blood boon to cause one of the following effects to occur depending on the trigger;
- When you make an attack roll - You may expend your blood boon to roll an additional 1d4 and add it to the total.
- When you hit a creature with an attack or spell - You may expend your blood boon to deal an additional 1d4 necrotic damage.
- When you cause a creature to make a saving throw - You may expend your blood boon to roll 1d4 and reduce their saving throw by the amount rolled.
Starting at 5th level the blood boon's die size increases to 1d6, at 11th level it increases to 1d8, and at 17th level it increases to 1d10.
Sanguine Burst
Starting at sixth level, when you start your turn with below half of your maximum hit points you may use your action to expend a number of hit dice up to your charisma modifier, causing blood to erupt from your wounds. Creatures within 10' of you must make a constitution saving throw against your spell save DC or take necrotic damage equal to the combined roll of the expended hit dice, or half that damage on a successful saving throw. When you use this ability you regain a number of hit points equal to your sorcerer level + half of the total roll of the expended hit dice (rounded down). Once you use this feature you must finish a short of long rest before you can use it again.
Hemorrhaging Wounds
Starting at level fourteen you have learned to manipulate the wounds of others to cause them to bleed uncontrollably. Whenever a creature you can see within 30' of you takes piercing or slashing damage, you can use your reaction to cause the wound to hemorrhage uncontrollably. At the start of each of the hemorrhaging creature’s turns, it takes necrotic damage equal to your proficiency bonus + your constitution modifier. The creature can then make a constitution saving throw vs your spell save DC, ending the effect on themselves on a success. Alternatively, the hemorrhaging creature, or a creature within 5 feet of it, can use an Action to make a wisdom (medicine) check against your spell save DC, ending the effect on a success. This ability does not work on undead or constructs. You may use this ability a number of times equal to your proficiency bonus per day, and regain all uses when you finish a long rest.
Blood Puppet
Starting at eighteenth level you have mastered your hemosorcery, and have learned to extend your control of other creatures blood as well. Whenever you start your turn within 60 feet of an enemy that you can see, that has less than its maximum HP you may try to seize control of their bodies. This ability does not work on constructs or creatures that do not have blood. The target must succeed on a constitution saving throw vs your spell save DC or be paralyzed for up to 1 minute. While a target is paralyzed by this ability you may use your action on each of your turns to exert a measure of control over their body. You may make the target move up to half its movement speed in any direction, and you may have them make one melee attack with any equipped or natural weapons against a creature within its reach. This attack uses your spell attack bonus rather than the creature's bonus to hit. At the end of each of the affected creature's turns, it can make another constitution saving throw, ending the effect on itself on a successful save. Once you use this ability you must finish a long rest before you can use it again, unless you spend 5 sorcery points to do so again. Alternatively, you may reduce the sorcery point cost of reusing this ability by reducing your current and maximum HP by 5 points per sorcery point replaced. This reduction to your maximum HP cannot be reduced in any way, and persists until you finish a long rest.
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