Considered taboo by many societies and magic practitioners, the use of blood magic — also known as hemocraft — is a rare art that harnesses the latent powers of a creature’s vitality to fuel and amplify the caster’s own capabilities. It is usually associated with Wizards, but the chaotic energies within you grant you a limited ability to wield Blood Magic as a Sorcerer. (This feature should only be taken by Wild Magic Sorcerers. I'm not gonna go through and add every possible iteration of the class to the prereq list, so just use the honor system.)
Ability Score Increase: Increase your Charisma score by 1.
Limited Blood Magic. When casting a spell, instead of expending a spell slot, you can choose to roll 1d8 for each level of the spell being cast, and take that amount of Necrotic damage. If this reduces your hit points to 0, the spell is canceled and you roll on the Wild Magic Surge table. If this does not reduce your hit points to 0, roll on the Wild Magic Surge table with disadvantage (DM chooses worse result.)
Power in the Blood. Once per Long Rest, you can roll 4d6 and take Necrotic damage equal to the result to regain one Sorcery point. Once per Long Rest, you can roll 4d6 and take Necrotic damage equal to the result to regain one Luck point if you have Luck points. When you do either of these, roll on the Wild Magic Surge table with disadvantage (DM chooses worse result.)
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