Sorcerer
Base Class: Sorcerer

As creatures of biological and magical atrocities, Hemomancers are born fully grown and have no ancestral accordance besides the template race they are built with. They command the blood within themselves as it were second nature, this also applies to the targets of this caster.

Inhumane Health

Your aptitude over your own combined blood makes you harder to kill, further increasing your capabilities to manipulate the crafts of dark magic.

Additional Proficiencies

As a bonus for your superior health, you adapt and obtain proficiency in Martial Weapons and Light Armor. Additionally, you obtain Proficiency in Survival alongside 2 other skills of your choice.

Appetite for Blood

Being born of blood, you have gained an aptitude for following your innate hunger for blood.

Hemomantic Surge

  • At 6th level, you can spend up to 3 Sorcery Points to target one creature of your choice to benefit from Haste. If you target yourself, you gain temporary hit points equal to your Sorcerer level multiplied by your constitution modifier.
  • Additionally, when you use this feature, you can instead slow an enemy target for the same cost of Sorcery points. The save DC is 10+Con mod+proficiency. This Surge can be used once per long rest, it increases to two uses at 12th level, 3 at 18th.

Blood Rush

At 14th Level, you can select up to 5 creatures (each one costs a Sorcery Point) to teleport through an individual within your line of sight. If you and the other 4 creatures teleport in this manner, the target takes 5d10 necrotic damage. (If a 10 is rolled on any die, re roll the dice and add that ten to those rolls). If a target is reduced to 0 HP, the target explodes into a puddle of blood and gore.

Sanguine Form

  • At 18th Level, Your prowess over blood and the life energy of others has manifested as a new metaphysical form.You can spend up to 8 Sorcery Points to manifest your body as a torrent of Blood shaped as a devil of your choice. Your sorcerer gains the following benefits.
    • If any damage is done to you, you regain hit points equal to your Constitution score.
    • As a reaction, you can temporarily displace your form causing an attack to miss and be redirected via your currents of blood. You can re roll the attack and potentially make the attack hit the original target.
    • Your spells have advantage against any damaged target in the combat order, additionally you can force a target to make a constitution saving throw against you before making an attack roll. On a success they need to roll to hit you. On a failed save, the target is either blinded or deafened (your choice)

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