Base Class: Sorcerer
The blood traveling in your veins is filled with arcane energy. You learn to touch this energy and use the life force as a magic source. As much as it is seen as a dark art by many, you know that the art of blood can be used for anything.
Your magic is directly tied to the awakened blood in you.You can use blood to empower yourself, or embarce your enemies abilities.
Level 3: Blood Sacrifice
Once per long rest, you can draw on your life force to restore your arcane strength. As an action, you take 1d6 necrotic damage that cannot be reduced or prevented, and you recover one expended 1st-level spell slot.
This sacrifice grows stronger as you gain levels in this subclass:
7th level: Take 2d6 necrotic damage to recover one expended 2nd-level spell slot.
12th level: Take 3d6 necrotic damage to recover one expended 3rd-level spell slot.
17th level: Take 4d6 necrotic damage to recover one expended 4th-level spell slot
Level 3: Hemomancny Spells
When you reach a Sorcerer level specified in the Hemomancy Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 | hex, bane, blood clot, sanguine chains |
| 5 | bestow curse, life syphon |
| 7 | wall of vampiric flesh, locate creature |
| 9 | antilife shell, contagion |
Level 6: Embrace the Bloody
When you reduce a living creature (one that is not an undead or a construct) to 0 hit points, you can choose to embrace its blood as a bonus action. You can sustain only one Embrace at a time.
You gain one of the following benefits based on the slain creature’s traits:
Borrowed Resistance. You gain one damage resistance the creature had.
Stolen Talent. You gain one spell-like ability or innate spell the creature possessed. If it had no such ability, you instead gain proficiency in one skill of your choice that the creature was proficient in.
Vital Drain. You gain temporary hit points equal to one of the creature’s Hit Dice (minimum 1d6).
These benefits last for 24 hours, after which they fade.
The duration improves as you gain levels in this subclass:
11th level: 3 days
15th level: 10 days
19th level: 30 days
Empowered Embrace
When you reduce a creature to 0 hit points and its CR is at least equal to your level, you can draw upon its fading essence to empower yourself. You can use this feature once per long rest.
Choose one of the following benefits:
Stolen Spell.
If the creature was a spellcaster, you learn one spell it knows of 5th level or lower. You can cast this spell once without expending a spell slot. You forget the spell when you finish a long rest.
Borrowed Physiology.
You gain resistance to one damage type the creature has resistance to until you finish a long rest.
Stolen Motion.
You gain one movement speed the creature possesses—climb, swim, burrow, or fly (maximum 40 feet)—until you finish a long rest.
Sanguine Fortification.
You gain temporary hit points equal to three rolls of the creature’s Hit Die.
At 20th level, these benefits last until you use this feature again.
Level 18: Sanguine Apotheosis
When you roll initiative, you can choose to awaken the full power of your blood magic, transforming your body into a conduit of living sorcery for 1 minute. When you activate this feature, you take 4d6 necrotic damage that cannot be reduced or prevented.
While this transformation lasts, you gain the following benefits:
Blood-Infused Casting.
When you cast a spell that deals damage, you can change its damage type to necrotic.
Sanguine Echo.
Once on each of your turns when you deal necrotic damage to a creature, you can deal additional necrotic damage equal to your Charisma modifier.
Crimson Regeneration.
When a creature you can see within 60 feet drops to 0 hit points, you regain hit points equal to your Charisma modifier (minimum 1).
Empowered Embrace.
If you trigger Embrace the Blood or Empowered Embrace while Sanguine Apotheosis is active, you can choose two benefits instead of one.
You can use this feature once per long rest.
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