Base Class: Sorcerer
Wield forbidden power drawn from the crimson tide within.
A strange force pulses beneath your skin. Ancient bloodlines, cursed rites, or forgotten rituals have awakened something deep inside you. Your magic does not come from study or celestial blessing, but from the living essence flowing through your veins.
Perhaps your ancestors bargained with dark entities, their blood forever altered by the pact. Maybe you survived a sacrificial rite that should have killed you, only to emerge changed. Or perhaps your power manifested after a near-fatal wound, when your own lifeblood answered your desperation with terrible strength.
However you acquired this power, your blood is no longer merely mortal. It remembers. And through it, magic answers your call.
Your Spellcasting Stat is swapped from Charisma to Constitution when you choose the Blood Sorcery.
Blood sorcerers rely on their own bodies to support their innate abilities, if you end up using all your spell slots and you have no Sorcery Points to convert them to a spell slot with your Font of Magic ability you gain a level of exhaustion.
Level Sorcery Points Pool
Level 3 -> 4
Level 4 -> 5
Level 5 -> 6
Level 6 -> 7
Level 7 -> 8
Level 8 -> 9
Level 9 -> 10
Level 10 -> 11
Level 11 -> 12
Level 12 -> 13
Level 13 -> 14
Level 14 -> 15
Level 16 -> 17
Level 18 -> 19
Level 19 -> 20
Level 20 -> 21
Metamagic Options
Blood Sorcerers have altered metamagic options, blood magic has limitations on the ways you enact your sorcery abilities.
Tamed Spell (Instead of Careful Spell)
Cost: 1 Sorcery Point
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, spend 1 Sorcery Point and choose a number of those creatures up to your Constitution modifier (minimum of one creature). A chosen creature has advantage on its saving throw against the spell, and it takes 1/4 (rounded down minimum of 1) damage if it would normally take half damage on a successful saving throw.
Empowered Spell
Cost: 1 Sorcery Point
When you roll damage for a spell, you can spend 1 Sorcery Point to reroll a number of the damage dice up to your Constitution modifier (minimum of one), and you must use the new rolls. You can use Empowered Spell even if you’ve already used a different Metamagic option during the casting of the spell.
Extended Spell
Cost: 1 Sorcery Point
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 Sorcery Point to double its duration to a maximum duration of 24 hours.
If the affected spell requires Concentration, you have Advantage on any saving throw you make to maintain that Concentration.
Heightened Spell
Cost: 2 Sorcery Points
When you cast a spell that forces a creature to make a saving throw, you can spend 2 Sorcery Points to give one target of the spell Disadvantage against the spell.
Quickened Spell
Cost: 2 Sorcery Points
When you cast a spell that has a casting time of an action, you can spend 2 Sorcery Points to change the casting time to a Bonus Action for this casting.
You can’t cast a spell in this way if you already cast a level 1+ spell on the current turn, nor can you cast a level 1+ spell on this turn after modifying a spell in this way.
Seeking Spell
Cost: 1 Sorcery Point
If you make an attack roll for a spell and miss, you can spend 1 Sorcery Point to reroll the d20, and you must use the new roll.
You can use Seeking Spell even if you’ve already used a different Metamagic option during the casting of the spell.
Subtle Spell
Cost: 1 Sorcery Point
When you cast a spell, you can spend 1 Sorcery Point to cast it without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have a cost specified in the spell.
Transmuted Spell
Cost: 1 Sorcery Point
When you cast a spell that deals a type of damage from the following list, you can spend 1 Sorcery Point to change that damage type to one of the other listed types:
Acid, Cold, Fire, Lightning, Poison, Thunder.
Twinned Spell
Cost: 1 Sorcery Point
When you cast a spell, such as Charm Person, that can be cast with a higher-level spell slot to target an additional creature, you can spend 1 Sorcery Point to increase the spell’s effective level by 1.
Bolstered Spell (Instead of Distant Spell)
Cost: 1 Sorcery Point
When you making a range attack with a spell and your target is within 5 ft, you can spend 1 Sorcery Point to cancel the disadvantage Range attack in Close Combat imposes.
Level 3: Blood Spells
When you reach a Sorcerer level specified in the Blood Spells table, you thereafter always have the listed spells prepared.
Blood Spells
Sorcerer Level Spells3 Blood Devil (Dust Devil homebrew variation swap bludgeoning to slashing, swap a pinch of dust to droplets of blood), Blood Invocation (Homebrew Cantrip, 1 action, 25ft, VSM*drop of blood, You propel a condesed droplet of blood to an enemy deal d6 damage, half of that rounded down damage to you), Blood Knife (Ice Knife homebrew variation swap cold to necrotic damage, swap a drop of water with a drop of blood for material), False Life, Wither and Bloom.
5 Life Transference, Vampiric Touch
7 Blood Pool (Homebrew Level 4, 1 action, 20ft, V, Become a living pool of blood of 20 ft and travel 3 times your walking speed, duration until the end of your turn, you may pass through other creatures' space without provoking attack of opportunity, you can only be targeted by area of effect attacks. If you finish your turn in a space you cannot fit in your normal form, roll a CON saving throw of DC15 on failure loose 1/2 of your total hit points, and you being moved to the closest viable area, on success no damage and yous still are being moved to the closest viable area), Summon Improved Red Slaad/Summon Aberration (Homebrew Variation, You can only summon a Red Slaad. The slad has 45 base start hitpoints and its regeneration is 7 hit points at the start of its turn)
9 Blood Enervation Enervation (Homebrew variation: 'A tentril of dark blood reaches out from you...'), Negative Energy Flood (Homebrew variation 'You send ribbons of blood towards a creature...', VM*swap the broken bone to drops of your blood)
Level 3: Restorative Prowess
At the end of each combat round, your blood finds its way back to you (no action required). You regain a number of hit points equal to your proficiency bonus at the end of every combat round. This healing represents your remarkable control over your own blood, drawing it back from wounds and throughout your body to restore your vitality. This benefit only functions while you are in combat.
In case where your imagination runs wild and considers the possibilities of different planes of existences or the combat changes drastically in distance the blood also can regenerate within the Blood Sorcerers at a higher pace so narratively you may be as flexible as possible.
Level 6: Volatile Sorcerer
You can exert yourself beyond safe magical limits, forcing power through your body at great personal cost.
As a Magic action, you may restore one expended spell slot of 5th level or lower.
When you restore a spell slot in this way, you immediately take damage equal to the spell slot’s level multiplied
by your total Sorcery Points pool. This damage ignores resistance and immunity.
The strain represents your body tearing itself apart as it forcefully rekindles exhausted magical power.
"I want to restore a level 3 spell slot with my Volatile Sorcerer trait..."
"...Okay at level six as Blood Sorcerer you have seven total Arcane points so you get 21 points of damage"
3 (spell slot level) x 7 (maximum arcane points of this example) = 21 (damage)
You may use this ability again once you finished Short or a Long Rest.
Level 14: Crystalline Blood
As a Bonus Action, you may expend Sorcery Points to force your blood into hardened crystalline forms infused with necrotic power. These manifestations last for 1 minute and reflect your mastery over the living essence within your body.
You may choose one of the following effects when activating this feature and this effect cannot be stacked:
- Spend 1 Sorcery Point to imbue a weapon you are holding with crystallized blood. For the duration, the weapon deals an additional 1d6 necrotic damage on each hit. Jagged crimson crystals spread across the weapon’s surface, pulsing with dark energy.
- Spend 2 Sorcery Points to encase yourself in crystalline blood armor. For the duration, you gain a +2 bonus to AC and resistance to necrotic damage. Blood-red crystal formations emerge across your skin, deflecting blows and reinforcing your body against harm.
These crystalline manifestations fade harmlessly at the end of the duration.
Level 18: Blood Pool Explosion
As a Magic Action, you may cast your Blood Pool spell (see Level 3 trait: Blood Spells) without expending a spell slot.
Immediately after emerging from the Blood Pool, you may unleash the entirety of your blood outward in a violent crimson eruption. Each creature within 30 feet of you must make a Dexterity saving throw against your spell save DC.
On a failed save, a creature takes 2d8 piercing damage and 2d8 necrotic damage as razor-sharp blood shards tear through flesh and vitality alike.
On a successful save, the creature takes half as much damage.
After the attack, your blood immediately reforms within your body, though traces of crimson energy linger briefly in the air around you.
Once you use this feature, you can’t do so again until you finish a Long Rest, unless you spend 7 Sorcery Points (no action required) to restore its use.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
6/20/2026 7:56:00 PM
|
34
|
0
|
1
|
Coming Soon
|
Comments