Base Class: Sorcerer
Your magical blood is infused with dark magic, bolstering you with unnatural fortitude and sinister power. Whether you were born to the undead, changed in a ritual, or mutated by dark forces, you hold abilities other casters only wish they had.
Hemomancy
At 1st level, you gain magical fortitude from your blood. You learn the false life spell. This doesn't count against your spells known.
Your connection to your magical blood allows you to exchange your bodily well-being for magical power. You gain a hemomancy die, which starts as a d4, and increases to a d6 at 5th level, a d8 at 10th level, and a d10 at 15th level. You can use your hemomancy die to empower your magic in various ways.
Bolstered Blood
At 1st level, you can use your blood to alter your body and gain the upper hand. As a bonus action, you can take damage equal to a roll of your hemomancy die + your level. This damage ignores temporary hit points and cannot be reduced in any way. You can choose from one of the following bonuses, which last for 1 minute or until you use this feature again.
Unnatural Charm. You force a creature you can see to make a Charisma saving throw against your Spell Save DC or be charmed by you. This effect ends early if you deal damage to the target.
Deathly Fortitude. Your armor class increases by 2. Additionally, you gain advantage on all Strength checks and saving throws.
Sanguine Strikes. You invoke one of your four humors to empower your attacks. Choose a melee or natural weapon that lacks the two-handed property. It deals additional damage equal to your hemomancy die. Additionally, whenever you reduce a creature to 0 hit points, you recover hit points equal to your proficiency bonus.
The damage type dealt depends on your choice of humor. Choleric for fire damage, Sanguine for Lightning, Phlegmatic for Cold, and Melancholic for Acid.
Uncanny Alacrity. Your movement speed increases by 10 feet. Additionally, you gain advantage on all Dexterity checks and saving throws.
Blood Magic
At 6th level, You can sacrifice your flesh to empower your spellcasting. As an action, you can take damage equal to a roll of your hemomancy die + your level to regain 2 sorcery points. The damage you receive ignores temporary hit points and cannot be reduced in any way.
Blood Bender
At 14th level, your control over blood has extended beyond yourself. As an action, you can take damage equal to a roll of your hemomancy die + your level. This damage ignores temporary hit points and cannot be reduced in any way. You can force a creature you can see within 30 feet of you to make a Charisma saving throw against your Spell Save DC. On a failure, you can force them to move up to 15 feet and attack a creature of your choice.
You can use this feature a number of times equal to your proficiency bonus.
Wicked Curse
At 18th level, you can invoke dark rituals to bind and curse your foes. You can take damage equal to a roll of your hemomancy die + your level. You can then force a creature you can see to make a Charisma saving throw. On a failure, the creature is paralyzed for one minute. The paralyzed creature can repeat this saving throw at the end of their turn, freeing themselves on a success. On each turn, until the duration ends, you can use your bonus action to damage the paralyzed creature for 2d10 necrotic damage and heal yourself for half the necrotic damage dealt.
Once you use this feature, you cannot do so again until you finish a long rest, unless you spend 7 sorcery points to use it again.
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