Base Class: Sorcerer
Blood Magic channels the chaotic volatility of a sorcerer’s blood into raw destructive magic. Through the consumption of their own vital essence, a sorcerer connects with latent currents of ancient, corrupted magic—once wielded by forgotten blood-bound cults. This power grants extraordinary control over spells cast through their blood, but at great personal peril to the user. It also draws on this connection to fuel powerful blood sorcery abilities, feeding off pain and fear to grow even stronger when the sorcerer is injured or weakened.
Blood Transmutation
When casting an evocation spell that deals fire, cold, poison, lightning, acid, or thunder damage; You can spill your blood and take 1d10 necrotic damage to yourself. after doing so the spell damage type becomes necrotic damage as the spell turns into a blood spell.
Abyssal Leech
Whenever you deal damage using a sorcerer spell to a living creature, you can siphon their vitality to restore your own life. As a bonus action after dealing damage, you regain hit points equal to half the damage dealt, capped at three times your sorcerer level. You can use this ability a number of times equal to your proficiency bonus per long rest.
Vampiric Attunement
When standing over a recently slain creature (within the last 1 minute), you can absorb their lifeblood to temporarily bolster your defenses. By using an action, roll 1d12; you gain temporary hit points equal to the result. Additionally, for the next minute, you have resistance to bludgeoning, piercing, and slashing damage from non-magical attacks.
Sanguine Defense
You have Resistance to Necrotic damage, and you have Advantage on saving throws to avoid or end the Poisoned or Incapacitated condition.
Crimson Starlight
As a reaction when you are reduced below half health, you may invoke the power of the Crimson Stars. For the next minute, you gain immunity to necrotic damage and the ability to drain vitality. When you deal damage with a spell, you regain hit points equal to half the damage dealt. Once activated, this ability cannot be used until you complete a long rest.
Hemodrain Veil
When blood is spilled in combat around you, you can summon a Crimson Veil. Immediately after an enemy within 30 feet of you takes damage, you can (as a reaction) draw power from their blood, healing 1d6 hit points per 10 damage dealt to them. If you use this ability on the same target twice in one combat, their blood implodes from the inside-out after the second use, dealing an additional 6d6 force damage to the target as a collateral effect.
Once you use this feature, you can’t do so again until you finish a Long Rest unless you spend 5 Sorcery Points (no action required) to restore your use of it.
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Posted Feb 18, 2026Splendid!