Blood Manipulation is a cursed technique that allows you to control, compress, harden, and weaponize your own blood. A Blood Manipulation sorcerer turns their body into both arsenal and engine, shaping blood into beams, blades, traps, armor, and overwhelming physical reinforcement.
This technique rewards precision, pressure, and resource control. Your blood is not merely a weapon. It is a living medium for cursed energy.
Blood Manipulation Features
| Curse Sorcerer Level | Feature |
|---|---|
| 3rd | Innate Weakness, Convergence, Slicing Exorcism, Piercing Blood |
| 5th | Pop! |
| 7th | Supernova, Blood Meteorite |
| 13th | Blood Edge |
| 15th | Flowing Red Scale |
| 18th | Flowing Red Scale: Stack |
3rd-Level Feature: Innate Weakness
Your Blood Manipulation technique is extremely vulnerable to certain environmental factors.
Strong physical interference can dilute, scatter, or disrupt the concentration of your blood technique. This can include heavy rain, violent wind, pressure bursts, massive water exposure, or similar conditions, at the DM’s discretion.
When such a factor interferes with your blood technique, your attacks and features from this subclass can have disadvantage, lose potency, or be nullified entirely. The DM determines the exact outcome based on the severity of the interference.
3rd-Level Feature: Convergence
You learn to compress and condense your blood with cursed energy until it reaches its absolute limit.
You can use this feature a number of times equal to your Curse Sorcerer level, and you regain all expended uses when you finish a long rest.
As an action, you take a firm stance and begin compressing your blood. You must maintain this stance until the start of your next turn. While maintaining the stance, you cannot move or take actions.
If you lose more than half your hit point maximum while maintaining this stance, Convergence fails, and you gain no benefit.
If the stance is completed, you become Charged Up.
Charged Up
While Charged Up, the next Blood Manipulation feature you use gains its Convergence Bonus, if that feature has one.
Slicing Exorcism cannot benefit from Convergence.
Once you use a Blood Manipulation feature that gains a Convergence Bonus, Charged Up ends.
3rd-Level Feature: Slicing Exorcism
You unleash sharpened blood that rapidly flies through the air and slices through your target.
As an action, you create up to three sharpened blood beams. Each beam deals 1d4 slashing damage on a hit.
You can direct the beams at one target or several. If all beams are directed at the same target, make one ranged attack against that target. On a hit, the target takes the combined damage of all beams.
If you direct the beams at different targets, make a separate ranged spell attack for each target.
You can redirect the beams between targets as part of the same action used to cast this feature. Redirecting the beams does not require any additional action.
This feature’s damage increases as you gain levels in this class. Each beam deals 2d4 damage at 7th level, 3d4 damage at 13th level, 4d4 damage at 15th level, and 5d4 damage at 18th level.
3rd-Level Feature: Piercing Blood
You take a firm stance and fire a blood beam faster than the speed of sound, piercing everything in its path for up to 60 feet.
You can use this feature a number of times equal to your Dexterity modifier + your proficiency bonus, and you regain all expended uses when you finish a long rest.
As an action, you fire a beam of compressed blood in a line that is 60 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw against your Curse Sorcerer save DC.
On a failed save, a creature within the first 20 feet of the line takes 4d10 + your Dexterity modifier piercing damage. A creature farther than 20 feet from you takes 2d10 piercing damage instead.
On a successful save, a creature takes no damage.
Convergence Bonus
When you use Piercing Blood while Charged Up, the beam does not lose pressure over distance.
On a failed save, each creature in the line takes 5d10 + your Dexterity modifier + your proficiency bonus piercing damage, regardless of distance.
You can also swing the beam in a 15-foot cone instead of firing it in a line. Each creature in the cone must make a Dexterity saving throw against your Curse Sorcerer save DC. On a failed save, a creature takes 5d10 + your Dexterity modifier + your proficiency bonus piercing damage. On a successful save, a creature takes half as much damage.
5th-Level Feature: Pop!
You create bloated sacks of blood outside your body and rupture them with violent pressure.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
As a bonus action, you create and rupture blood sacks in an unoccupied space within 5 feet of yourself. Each creature within 5 feet of the blood sacks must make a Constitution saving throw against your Curse Sorcerer save DC.
On a failed save, a creature is pushed 10 feet directly away from the blood sacks.
7th-Level Feature: Supernova
You scatter countless droplets of blood through the air, turning the battlefield into a minefield of suspended crimson.
You can use this feature a number of times equal to your Dexterity modifier, and you regain all expended uses when you finish a long rest.
As an action, you scatter blood droplets throughout a 30-foot-radius area centered on a point you can see within 60 feet. The droplets hang in the air for as long as you maintain concentration.
You can concentrate on this feature for a number of turns equal to your Constitution modifier + 1, to a minimum of 2 turns.
Whenever a creature moves through the area, the droplets immediately explode, dealing 1d4 piercing damage for every 5 feet the creature travels within the area.
After a droplet explodes, it reforms at the start of your next turn. The blood peels away from the surface it struck and gathers back into the air, as if its motion were being rewound. Once reformed, the droplet is ready to explode again.
Convergence Bonus
When you use Supernova while Charged Up, the radius of the area increases to 60 feet.
7th-Level Feature: Blood Meteorite
You harden your blood until it compresses around your body like armor.
You can use this feature a number of times equal to your Dexterity modifier, and you regain all expended uses when you finish a long rest.
As a bonus action, you concentrate to harden your blood and reinforce a part of your body. For as long as you maintain concentration, you gain a +2 bonus to Armor Class and can feint your attacks by splashing blood from the reinforced extremity.
When you make an attack against a creature while this feature is active, the target must make a Wisdom (Perception) check against your Curse Sorcerer save DC. On a failed check, your next attack against that target has advantage.
Convergence Bonus
When you use Blood Meteorite while Charged Up, you reinforce your entire body instead of one body part. The bonus to Armor Class increases from +2 to +4.
While reinforced in this way, you can make one additional melee attack whenever you take the Attack action on your turn.
In addition, your attack rolls score a critical hit on a roll of 19 or 20 while this feature persists.
13th-Level Feature: Blood Edge
You learn to shape and harden your blood outside your body.
You can use this feature a number of times equal to your Dexterity modifier, and you regain all expended uses when you finish a long rest.
As an action, you create a hardened blood object in an unoccupied space within 5 feet of yourself. The object can take any shape you can successfully imagine.
If the object is something you are deeply familiar with, it materializes instantly. If the object is unfamiliar, complex, or technically precise, you must make an Intelligence check. The DM determines the DC based on the complexity and quality of the intended object.
The created object cannot occupy more than 4 cubic feet and cannot weigh more than 44 lb. (20 kg).
If you create a weapon with this feature, you are proficient with it. The weapon uses the statistics of the weapon it imitates, but it deals an additional 3d12 damage of the weapon’s damage type.
An attack made with a Blood Edge weapon counts as a nonmagical attack.
A Blood Edge creation lasts for a number of turns equal to your Constitution modifier, to a minimum of 1 turn.
Convergence Bonus
When you use Blood Edge while Charged Up, you can create an object from another creature’s blood.
Choose one creature within 5 feet of you. The target must make a Constitution saving throw against your Curse Sorcerer save DC. On a failed save, you draw enough blood from the creature to create the object.
A creature that fails this saving throw suffers from blood loss until it finishes a long rest or until it regains the missing blood by magical or comparable means, at the DM’s discretion.
While the creature suffers from this blood loss, you have advantage on attack rolls against it until the end of combat.
15th-Level Feature: Flowing Red Scale
You accelerate your blood flow to push your body far beyond its ordinary limits.
You can use this feature twice, and you regain all expended uses when you finish a long rest.
As a bonus action, you use Flowing Red Scale to improve your body’s performance by rapidly pumping blood through your body, increasing your oxygen intake, pulse rate, and red blood cell activity.
For the next 3 rounds, your Strength, Dexterity, and Constitution modifiers are doubled.
18th-Level Feature: Flowing Red Scale: Stack
You can use Flowing Red Scale four times between long rests instead of twice.
While you are under the effect of Flowing Red Scale, every Blood Manipulation feature you use is automatically mirrored.
Mirrored: When a feature is mirrored, it is treated as though you used it twice while expending the resources and action of a single use.
Comments