Sorcerer
Base Class: Sorcerer

Born under evil omens or conceived during a dark ritual, you found yourself capable of controlling the blood within your own body and sometimes even other's. From an early age on, you noticed your cuts and bruises healing quicker than most, the smaller ones almost instantly. As you've grown, you learned to understand this side of yourself and harness the rare gift that was bestowed upon you: Blood Magic.

Sanguine Spells

1st-level Sanguine Soul feature

You learn additional spells when you reach certain levels in this class, as shown on the Sanguine 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.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a necromancy or an enchantment spell from the sorcerer, warlock, or wizard spell list.

Sanguine Spells
Sorcerer Level Spells
1st cure wounds, inflict wounds, eldritch blast
3rd hold person, blindness/deafness
5th fear, animate dead
7th blight, dominate beast
9th mass cure wounds, dominate person

Vampiric Shield

1st-level Sanguine Soul feature

You can create swirling shields out of of your enemies blood. As a bonus action on a turn you have dealt damage to a hostile creature, choose one creature you can see within 30 ft. of you (you can choose yourself.) The chosen creature gains 1d6 temporary hit points. The amount of d6 increases by 1 at 5, 11, and 16th levels. This ability can be used an amount of times equal to your constitution modifier per short rest. 

Sanguine Sorcery

6th-level Sanguine Soul feature

When you cast any spell of 1st level or higher from your Sanguine Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell’s level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell. 

You have also developed the ability to tap into the power of your blood to fuel your sorcerous powers. You can expend your hit die in place of sorcery points.

Vital Defenses

6th-level  Sanguine Soul feature

Your primal awareness of blood gives you control over your own constitution. You gain immunity to poisons and diseases, resistance to poison damage, and you have advantage on saving throws against being charmed or frightened.

Revelation in Blood

14th-level Sanguine Soul feature

Your blood revels in your violent acts and gleans strength from your carnage. When you score a critical hit your blood rejoices and restores one of your expended sorcery points. Additionally, you can take advantage of the blood you spill. When you kill a hostile creature that has blood you may expend one sorcery point to regain 1d4 + Charisma Modifier hit points. 

Rite of Blood

18th-level Sanguine Soul feature

You can unleash your sanguine power as a fear-inspiring anomaly. As an action, each creature that you designate within 30 feet of you must make a wisdom saving throw against your spell save DC. On a failed save, a creature takes 4d10 necrotic damage and is feared for one turn.  On a successful save, the creature takes half as much damage and isn’t feared. Additionally, any allies in the area of effect regain 4d6 hit points. 

Once you use this feature, you can’t do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.

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