Sorcerer
Base Class: Sorcerer

Plagued by the secrets of blood magic, you roam the lands, searching for a way to silence the voices of the past. You gained your powers not through studying or a mystical heritage, but through experiments and rituals performed on you by an ancient cult. Once it was over, you were left deformed and scarred, however, you gained control of the ancient magic within the blood of all creatures.    

Sanguine curse. 

d6 curse
1 Your skin is sickly pale and your eyes are tired and dull, as if you are a corpse. 
2 You randomly begin bleeding from your nose, mouth, or eyes from time to time. 
3 Your dreams are plagued with memories of the atrocities committed against you. 
4 You often have trouble remembering your childhood clearly. 
5 You find it difficult to regulate your body temperature. 
6 You have vivid hallucinations if left in the dark for long periods. 

Blood Type

At 1st level, you can choose if your blood is hot or cold. Choose if your blood does cold damage or fire damage. 

Boiling Blood

Your blood magic deals fire damage.

Cold blooded

Your blood magic does cold damage.

Orbs of Cursed Blood

At 1st level, your body begins to excrete blood out of your pours, pooling together to form orbs of blood that float around you in a ring. Each orb is roughly the size of an apple and glows a deep, crimson red. The number of Orbs you can have a time is equal to your proficiency bonus and they recharge after a long rest. With these orbs, you can expend one to do the following: 

Curdled claws: As a bonus action, for 1 minute, your blood orb covers your hands and hardens, giving you fiendish red claws that deal 1d6+your Constitution modifier. By spending two orbs, the damage increases to 1d8 and you gain a bonus to melee attacks equal to half your proficiency modifier, rounded down. The damage type is determined by your choice of blood type (fire or cold). 

Blood cast: As an action, for 1 minute, your blood orb bursts on your vital areas, creating a rock-hard cast. You gain a bonus to your AC equal to your Constitution modifier, as long as you aren't wearing armor or wearing a shield. By spending two orbs, you gain temporary hit points equal to 1d10 times half your proficiency bonus (rounded down) + your Constitution modifier. 

Empowering Blood: Soul: By spending a blood orb, you can empower a spell with your blood. The extra damage you deal is equal to your sorcerer level + your Charisma modifier. The spell needs to deal damage and the extra damage is added to the final total, not per projectile. The extra damage type is determined by your choice of blood type (fire or cold).

All effects end early if you die, are knocked unconscious, or choose to end them early. 

Orbs of Cursed Blood Mastery

At 6th level, you gain mastery over your blood orbs through rigorous training, allowing you to perform more complex techniques with them. By expending the orbs, you can now perform new techniques, which are: 

Summon Sanguine Weapon: light: As a bonus action, you can take an orb and form a crimson shard that lasts for 1 minute or until thrown/disarmed. It counts as a simple melee weapon with which you are proficient. It deals 2d6 damage on a hit and has the finesse, light, and thrown properties (range 20/60). when thrown, the blade deals an extra 1d6 damage, before dissolving. By spending another orb, you can create another shard or you can add an extra d6 to the damage of the shard, to a maximum of 6d6 damage on a hit. 

Ripping Bloodbeam: As an action, you crush one orb of blood in your hands, creating immense pressure. The cursed blood blasts out of your hands in beams of crimson energy that deal 1d10 damage + your Charisma modifier and have a range of 120ft. The amount of projectiles you can blast per orb is equal to your proficiency modifier. This feature counts as a spell attack, thus, it can be affected by meta-magic and the "Empowering Blood: Soul" features.  

Empowering Blood: Body: As a bonus action, you consume an orb of cursed blood. Doing so causes your veins to turn crimson and your eyes to glow a deep, devilish red, enhancing your body. For 1 minute, you can make 2 attacks per action. If you choose to consume two orbs, you also gain a 10ft. bonus to your walking speed and you gain advantage for Dexterity saving throws.   

Vital Sacrifice

Your mastery of blood magic combined with your experience in combat has allowed you to quickly act in the wake of a disaster. At 14th level, if you deal at least 100 damage in one turn, you immediately regain one cursed blood orb. Alternatively, if you take more than 70 damage in one turn, you regain one cursed blood orb. If you have the maximum amount of orbs, this ability cannot activate. 

Cursed Blood Rain

At 18th level, you learn to turn your pain and suffering into magic, culminating in the purest form of blood magic: the blood rain. As an action, you can conjure a large, dark cloud that rains cursed blood for 1 minute. The cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within 100 feet directly above you. If you are in an enclosed space, the cloud will fill the top of the room the best it can, with its smallest size being 1 foot tall, 10-foot radius, and 10 feet directly above you. While under the cloud, enemies will take 2d6 damage at the start of their turn. While you are under the cloud, all cursed blood magic features that you have active will be considered empowered to their max. The damage type is determined by your blood type (cold or fire). 

Once this feature is used, it cannot be used again until you finish a long rest. This feature ends early if you are knocked unconscious. 

Sanguine Sorcerer Image

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