Sorcerer
Base Class: Sorcerer

Your blood is your magical essence, and as a Sanguine Heritage, or Blood Magic, Sorcerer, it is the tool that you will use to enforce your will upon the Weave. You may choose to be violent and dangerous with your Blood Magic, taking advantage of the natural hardiness you have gained from your nature - or you will might be discreet about it. Your magic - and what it looks like - is up to you, entirely so, and in ways many other heritages of sorcery might be envious of. Your magic is literally at your fingertips. Your physical form is what allows you to control your magic, and by nature, you will grow hardy and strong. As you do, you will learn the secrets behind your blood and how you can use it to empower yourself. You will also learn the secrets of others' blood, how you can affect them and how their own life essence can empower every thing you do.

Many of your powers can be effected by how you use your blood, causing some bodily harm to yourself in order to regain magical energy or even heal your allies. How you use your Blood Magic is up to you; it can be as terrifying as it can be beautiful.

Level 1: Rites of the Blood

Your blood is your magic. You know how to use it to change the world around you, and how to push the limits of what you can do. The strength and power of your magic is determined by your Constitution score, representing how your body and its essence can affect the Weave around you.

At level 1, you may choose to push yourself to your limits. Your blood strains at the confines of your veins, harming you, but refilling the wells of energy within your being. You may regain Spell Slots by expending Hit Dice. For each Hit Die expended, you may regain a level's worth of Spell Slots. You may spend 2 Hit Dice to regain 2 1st Level Spell Slots, or 1 2nd Level Spell Slot, and so on. For each Hit Die expended, you must take damage for the effort, rolling 1d6 for each and dealing as much damage to your HP. This damage cannot be reduced in any way, but also cannot bring you to 0 hit points. You cannot expend more Hit Dice than you have remaining HP.

As proficient as you are at manipulating your life force, you can also recall it with alacrity. When you complete a Long Rest, you regain additional hit dice equal to you Constitution Modifier.

Level 1: Vengeful Vitae

At level 1, the ebb and flow of a creature's life essence is clear to you. You know that with the right tug, the correct persuasion, that blood can wound them terribly.

Blood Spike. As an action, you may choose a creature within 60 feet of you that you can see. That creature must succeed a Constitution Saving Throw or suffer force damage equal to your spellcasting modifier and one of their own Hit Dice. When your character reaches higher levels, the number of hit dice Blood Spike provokes is higher; At level 5, the force damage is equal to 3 Hit Dice plus your spellcasting modifier. At level 11, 5 Hit Dice plus your spellcasting modifier, and at level 17, 7 Hit Dice plus your spellcasting modifier.

Level 6: Sanguine Manipulation

At level 6, as your powers grow, you become more keenly aware of creatures around you. You can sense them, how they move, and you can even prod at their veins to impose your will upon them.

Blood Sense. You gain the ability to sense the location of creatures within 30 feet of you. This has no effect upon constructs. When a creature is within 30 feet of you, you know where they are. Invisibility provides them no benefit from you, and you are not affected by the blind condition when considering that creature. You have advantage on perception and investigation checks regarding creatures within 30 feet of you, and any creature within that range has disadvantage on stealth rolls to hide from you.

Sanguine Puppet. You gain the ability to manipulate creatures and monsters innately, through the manipulations of their blood. You gain access to the Hold Person, Hold Monster, Dominate Person and Dominate Monster spells, without having to choose them.

Level 6: Bloodletting by Nature

For a life spent in battle, so many ounces of blood are seen lost, spilt, wasted. This, truly, is a waste. You could use that vitae - and with practice, you know how.

Life Leech. When you deal the killing blow to a creature, you regain one of your spent hit dice.

Claim the Wasted. As an action, you touch the corpse of a creature slain within a minute. You drain them of what blood is left, regaining a number of Hit Dice equal to half your Sorcerer Level, rounded down. Once this feature is used, the creature is exsanguinated, and cannot be revivified. More powerful resurrection spells may still work. You can use this feature once per short rest.

Level 14: Crimson Vestiges

At level 14, you wield your life essence as an artist might, casting out to your allies and even hardening it within your very veins to ward off deadly blows. The unknown is terrifying, and the strange nature by which your magic works can frighten even the hardiest of foes - when their blades turn from your bare flesh and bone.

Blood Aegis. As a reaction, when you receive magical or nonmagical slashing, piercing or bludgeoning damage, you may harden the blood within your body to ward you from harm. You become resistant to magical and nonmagical slashing, piercing, and bludgeoning damage. You expend one 1st Level Spell Slot when using this reaction. 

Transfusion. As an action, you may transfer your own life essence to your allies. You may choose as many targets as you wish within 30 feet of you. You may then expend up to 10 of your own Hit Dice, harming yourself for the total. If this damage exceeds your remaining Hitpoints, you fall unconscious. The damage that you took is then divided by the number of targets you chose, and each target then receives that divided amount, rounded down, plus your Spellcasting Modifier as healing. This feature can only be used once per short or long rest.

Level 18: Fantastic Exsanguination

At level 18, blood is your tool of choice. When it runs at your fingertips, you feel unstoppable - a virtuoso at work. When a creature falls before you, you can put what was left of them to use, one final time. The corpse can be expunged for one of the following uses, though using any of them prevents you from using Claim the Wasted upon it. Once one of the following is used, you cannot perform another Fantastic Exsanguination until you complete a long rest. As an action, within 1 minute of the creature's falling that you can see and is within 60 feet:

Crimson Blade. You draw all of the life essence from the creature, forcing it into a levitating weapon of your creation. You use the corpse to cast the 'Blade of Disaster' spell, without using a spell slot.

Scarlet Transfusion. You pull the blood from every wound and orifice of the creature, stressing and straining it until it is pure and radiant. You then send it forth to your allies. You use the corpse to cast the 'Mass Heal' spell, without using a spell slot.

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