Sorcerer
Base Class: Sorcerer

Blood mages understand that life in itself is power and that this power manifests itself through the blood that courses through all living things. A blood mage may or may not respect the power that comes with using their own vitality to cast spells.

Blood mage spells mostly deal with the manipulation of blood, their own or others, for the purposes of domination, protection, or offence. As part of their connection to the power of life, they are also naturally attuned to the minds and wills of living things such as animals and people.

Vital Connection

Whenever you deal damage with a Necromancy spell, you may expend a Sorcery point to heal yourself for that much damage dealt.

In addition, you can use your Constitution in place of your Charisma for the purposes of spellcasting.

You may expend 1 sorcery point to roll advantage on Constitution Saving Throws.

Impervious Veins

As magic blood flows through your body, it hardens your body. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally,  When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.

Animate Bloodflow

Starting at 6th level, so long as you are at half hit points or lower, you may spend 2 sorcery points to Animate Bloodflow. Anytime you would roll damage for a spell on your turn,  you add an additional 1d6 necrotic damage to each creature. This increases to 2d6 at 14th level, and 4d6 at 18th level.

Red Stride

At 14th level, you gain the ability to, as an action, submerge into a pool of blood and appear in another. The pool of blood must be wide enough that you can fit in, and at least 1 inch deep. You must be able to see the other puddle of blood, or know its location. You may appear inside the body of another living or dead creature if it is willing.

Starting at 17th level, you don't need to see the blood puddle. When you emerge from it, you regain 2 points.

Honk Honk

Beginning at 18th level, when you would kill a creature with a Necromancy spell, you may expend 5 Sorcery points to temporarily increase your hit point maximum by the slain creature's hit point maximum. This lasts for 12 hours.

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