Sorcerer
Base Class: Sorcerer

Often times sorcerer's get their power from the type of blood they live with. Sanguine Sorcerers magic comes from the blood itself to fuel their spells rather than what type of blood.

filler at level 3 because dndbeyond needs something here for some reason

filler at level 3 because dndbeyond needs something here for some reason

Blood Syphon

At 1st level, You gain the ability to benefit off of the blood of your fallen enemies. You may spend 1 minute syphoning the blood of a fallen enemy with blood within 5 feet to gain the following benefits. 

  1. Gain a number of temporary hit points equal to twice the creature's Challenge Rating. (minimum 1)
  2. Regain half the creature's Challenge Rating in Sorcery points, rounded up. (minimum 1)
  3. Regain one fourth the creature's Challenge Rating of expended hit, die rounded up. (minimum 1)

Alternatively, as a reaction when a creature dies within 30ft of you, quickly syphon their blood to gain only 1 of the above benefits.

Regardless of which method you use, you may use this a number of times equal to your proficiency modifier. 

Sanguine catalyst

You gain additional HP equal to three times your sorcerer level.

Add these spells to your spell list they do not count against the spells you know.

Blood Trace

Starting at 6th level, you become more proficient in your ability to identify and glean information from blood. As an bonus action you may spend a sorcery point to trace all the blood within 60ft of you. This includes blood spilled on surfaces, inside containers, in different rooms and blood in creatures. You gain the following knowledge: The race (elf, orc, etc.) or type of creature (wolf, giant eagle, etc.), if the creature is injured (half health), bloodied (quarter health), or healthy now or at time of spillage, if the creature is/was poisoned or unconscious, if a creature is cursed, and their directions if you can't see them. Using this feature would allow you to accurately track the location of the creature whose blood was spilled for the next 1d6 hours. 

Tainted Spellwork

At 14th level, your spells that have been modified by your sorcery points gain additional effects. Choose two of the following effects:

  1. Creatures affected can not gain hit points until the start of your next turn.
  2. Creatures affected lose all resistances until the end of their turn. 
  3. Creatures affected have their movement speed reduced to 0 for their next turn.
  4. Creatures affected can use any number of hit die and regain that many hit points.
  5. Creatures affected must use their reaction to attack another creature other than you at random within range. 
  6. Creatures affected have +10 to any concentration checks they make until the start of your next turn.
  7. Creatures affected gain 1 point of exhaustion.
  8. You regain hit points equal to one fourth the damage dealt rounded down.

Blood Burst

Beginning at 18th level, you can make the wounds you enemies have already sustained become more dire than they could have guessed. As an action you may spend up to 10 sorcery points. A creature within range that has taken damage must make a CON save. Your DC for this increases by the number of sorcery points you spend. On a fail the creature takes piercing damage equal to half the hit points it is missing rounded up. On a success it takes 1d6 piercing damage for each sorcery point spent. You gain temporary hit points equal to half the damage dealt. Once a creature has been affected by this feature it can not be affected by it for 24 hours. 

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