Sorcerer
Base Class: Sorcerer

Sorcerers of the Blood Sorcery origin are born with a connection to the fundamental essence of life itself. Their magic flows not from draconic lineage or wild surges, but from the very vitality that courses through all living things. Some might be descendants of ancient blood mages, others touched by dark rituals, or perhaps their innate power simply manifests as a raw, visceral connection to life and death. They are capable of both sustaining allies and draining foes, blurring the lines between healing and harm with their crimson-tinged magic.

Blood Sorcery Spells

You gain access to additional spells when you reach certain levels in this class, as shown in the Blood Sorcery Spells table. Once you gain a blood sorcery spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a blood sorcery spell that doesn't appear on the sorcerer spell list, it is nonetheless a sorcerer spell for you.

Sorcerer Level

Spells

3rd

Command, Inflict Wounds

5th

Hold Person, Dispel Magic

7th

Vampiric Touch, Fear

9th

Dominate Person, Circle of Death

Sanguine Font

At 3rd level, your connection to blood magic allows you to convert your own vitality into arcane power. As a bonus action on your turn, you can choose to expend a number of your hit points to gain sorcery points. For every 2 hit points you expend in this way, you gain 1 sorcery point. You cannot reduce yourself below 1 hit point using this feature.

Bloodline Legacy

Also at 3rd level, your inherent connection to blood magic grants you a measure of resilience. You gain resistance to necrotic damage.

Crimson Vigor

At 6th level, your blood magic becomes capable of both harming and sustaining. When you cast a spell that deals necrotic damage to at least one creature, you can choose one creature you can see within 30 feet of you (including yourself). That creature regains hit points equal to your Charisma modifier (minimum 1). You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Vitality Siphon

At 14th level, you learn to directly manipulate the life force of your enemies. When you deal necrotic damage to a creature with a spell, you can choose to reduce its speed by 10 feet until the end of its next turn. Additionally, once per long rest, when you cast a spell that deals necrotic damage, you can choose one creature damaged by the spell. That creature's maximum hit points are reduced by an amount equal to the necrotic damage dealt. This reduction lasts until the creature finishes a long rest. The creature dies if this effect reduces its hit point maximum to 0.

Crimson Ascension

At 18th level, you can temporarily transform into a being of pure, potent blood magic. As a bonus action, you can expend 5 sorcery points to undergo this transformation. For 1 minute, you gain the following benefits:

  • You gain resistance to bludgeoning, piercing, and slashing damage.
  • Once per turn when you deal necrotic damage to a creature, you regain hit points equal to half the damage dealt.
  • You can use your Sanguine Font feature twice without expending any of your hit points.

Once you use this feature, you can't use it again until you finish a long rest.

Level 3: Blood Sorcery Spells

You gain access to additional spells when you reach certain levels in this class, as shown in the Blood Sorcery Spells table. Once you gain a blood sorcery spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a blood sorcery spell that doesn't appear on the sorcerer spell list, it is nonetheless a sorcerer spell for you.

 

Sorcerer Level

Spells

3rd

Command, Inflict Wounds

5th

Hold Person, Dispel Magic

7th

Vampiric Touch, Fear

9th

Dominate Person, Circle of Death

Level 3: Sanguine Font

At 3rd level, your connection to blood magic allows you to convert your own vitality into arcane power. As a bonus action on your turn, you can choose to expend a number of your hit points to gain sorcery points. For every 2 hit points you expend in this way, you gain 1 sorcery point. You cannot reduce yourself below 1 hit point using this feature.

Level 3: Bloodline Legacy

Also at 3rd level, your inherent connection to blood magic grants you a measure of resilience. You gain resistance to necrotic damage.

Crimson Vigor

At 6th level, your blood magic becomes capable of both harming and sustaining. When you cast a spell that deals necrotic damage to at least one creature, you can choose one creature you can see within 30 feet of you (including yourself). That creature regains hit points equal to your Charisma modifier (minimum 1). You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Level 14: Vitality Siphon

At 14th level, you learn to directly manipulate the life force of your enemies. When you deal necrotic damage to a creature with a spell, you can choose to reduce its speed by 10 feet until the end of its next turn. Additionally, once per long rest, when you cast a spell that deals necrotic damage, you can choose one creature damaged by the spell. That creature's maximum hit points are reduced by an amount equal to the necrotic damage dealt. This reduction lasts until the creature finishes a long rest. The creature dies if this effect reduces its hit point maximum to 0.

Level 18: Crimson Ascension

At 18th level, you can temporarily transform into a being of pure, potent blood magic. As a bonus action, you can expend 5 sorcery points to undergo this transformation. For 1 minute, you gain the following benefits:

  • You gain resistance to bludgeoning, piercing, and slashing damage.
  • Once per turn when you deal necrotic damage to a creature, you regain hit points equal to half the damage dealt.
  • You can use your Sanguine Font feature twice without expending any of your hit points.

Once you use this feature, you can't use it again until you finish a long rest.

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