Base Class: Sorcerer
By Harnessing the power of blood, a Sanguine Sorcerer may bend reality to there will. Blood is a volatile resource when used with magic. Blood binds oaths, Banishes Fiends, and can even manipulate The Loom. When enabling there birthright, any sorcerer may reject there heritage. To do so denounces your family tree. You may offend your ancestor, but in return, you gain power beyond your own. Where Wizards require immense study, and Warlocks have there mighty patron, you have not but yourself, and you may surpass them with nary a second thought.
Blood Grains
Sanguine Sorcerers, while being naturally weak, are near immortal due to there use of Blood Grains. At the end of a long rest, You Gain Blood Grains equal to 1d10 plus your constitution modifier to a max of your con score. You may also Gain Blood Grains immediately by temporarily losing 2 off your constitution score(These are regained at the end of a long rest instead of gaining any Grains). Blood Grains can be spent in place of sorcery points or any constitution saving throws. When used for con saves, you instantly succeed the throw, costing 2 Grains.
Sanguine Suspension
When you choose the Path of Sanguine Sorcery, your body halts and decays. Your skin takes on a pale hue tinted gold, and your body becomes frail, almost desiccated. In return, your body ceases to age, and you become all but immortal. While still being vulnerable, your body will not fail you. If your HP drops to 0, you instantly spend all your remaining Grains to succeed your death saving throws. If the Grains Used Exceed 3, you come back to life instantly and heal 2 hit dice.
Blood Pacts
Starting at 6th level, you may choose any 3 Blood pacts. You may change 1 pact after a long rest.
Agonizing Blast
When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
Pact of Ancient Secrets
You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list (the two needn't be from the same list). The spells appear in the book and don't count against the number of spells you know. You may cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a sorcerer spell you know as a ritual if it has the ritual tag.
On your adventures, you can add other ritual spells. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to memorize the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
Pact of Bulwark
You can cast mage armor on yourself at will, without expending a spell slot or material components.
Pact of Haste
You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
Pact of Permafrost
As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per sorcerer level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.
Once you activate this pact, you can't use it again until you finish a short or long rest.
Pact of the Blade
- You can use your action to create a pact weapon in your empty hand out of solidified blood. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
- You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.
- You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
Pact of the Moon
You no longer need to sleep and can't be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.
Pact of Transmorgification
You may cast disguise self at will, without expending a spell slot.
Pact of Unearthly Knowledge
With a sacrifice of your own blood, you manipulate the loom itself. When you gain this feature, choose three cantrips from any class's spell list (the three needn't be from the same list). You may cast these cantrips at will. They don't count against your number of cantrips known. If they don't appear on the sorcerer spell list, they are nonetheless sorcerer spells for you.
Force Drain
When you Reach level 14, you gain the ability to drain the blood from other living beings. As a bonus action, on your turn you may attempt to drain another beings essence in order to refill your Blood Grains. When you do this, your target must succeed a constitution saving throw equal to your con+con-modifier. If your target fails the save, your Blood Grains are completely refilled, and your targets hp drops to 0. On a successful save, your target gets an opportunity attack on you.
Manipulation
At 18th level, you may manipulate blood outside your body. You may spend Blood Grains to deal an equal number of d8s of magical piercing, slashing, or bludgeoning damage to your opponent when you make a melee attack or cast a touch spell.
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