I felt like making a "Blood Mage", so here's my take. Anyone can do blood magic if their learned how, but the Cursed Blood Sorcerer has a special type of blood that lets them do unique things with their blood and spread the curse to others.
Please give it a try and let me know what you think. The features should all be implemented correctly to work with D&D Beyond character sheets but let me know if they're not.
"Bloody Resilience" grants Medium Armor training, but not Light Armor training, which is a little bit of a weird gap. A more thematic defensive ability might be something that allows the Sorcerer to pre-emptively take a bit of damage to boost their AC for a limited period.
"Blood Weapon" allowing the use of any weapon mastery property seems wildly excessive. Likewise, the ability to define whatever properties you want on the weapon would allow some extremely overpowered edge cases, like dual-wielding two one-handed Light weapons that each deal 4d6 damage.
Probably best to avoid specifying the duration of things in "rounds", as this is imprecise and not defined very well in the actual rules. Durations of effects should either be expressed in minutes or until the start or end of somebody's turn.
"Blood Knight" allows making a second attack with a bonus action after making an attack with the Blood Weapon. As Blood Weapon currently stands, this isn't much of a benefit, since (as noted above) your Blood Weapon can be Light and there's nothing stopping you from having two of them at once and using the normal Light property bonus action attack.
"Blood Knight" also confers +3 to AC and +3 to all saving throws, which seems like a lot especially if you already have Medium Armor.
I'm gonna be honest, are you a bot? You comment on everything, even some really niche spells that nobody talks about. If it exists on this website you see it and there's a high chance you respond to it. To my knowledge, no working adult or even a student would have the time to do that, let alone the ability to almost instantly know when someone posts something. It's impressive but also concerning.
I ask because I don't know if that feedback is Ai generated or genuine.
As for your Feedback:
Sure, Version 2 could give Light Armor training as well, good idea. There's already enough self-damage in the subclass so I think armor is good enough. Especially at Level 3.
I forgot to clarify but you only get 1 Blood Weapon. This is somewhat implied by the rest of the features referring to "your Blood Weapon" rather than a "a Blood Weapon". You can give it to a friend but you only have 1. As for the edge cases, that's what they are, edge cases. Designing a subclass around countering and balancing every single possible combination that a player could use is impossible, even for WotC.
No. Rounds are 6 seconds. If I said turn then that would open up a whole new can of worms. Just look at what happened to Spirit Guardians in 2024.
The Blood Knight second attack isn't meant to be this insane benefit. It's just a small boost that makes actually using the weapon more worthwhile. Bonus action attacks also don't gain the benefit of feats like GWM, so it's really just 4d8 + mod extra damage with a condition attached.
I disagree that the +3 bonus is too strong. That's a level 14 feature that requires spending Sorcery Points, successfully hitting with your Melee weapon, and possibly inflicting self-damage onto yourself to keep it active. EVERY TURN. If it was anything less that a +3 bonus it would be a slap in the face to any player that actually makes it to Level 14 with this thing.
Also, when in doubt, always design something to be strong and let the DM (who is already open to homebrew by allowing it) decide to rein it in or not. That's the beauty of Homebrew, the Table has already agreed to add or change things, so you should consider that when designing. Start high and you'll never be found wanting. Thanks for the feedback. (10111001011001110)
With DM cap on, and basing this mostly off 2014 rules, my 2cp worth is:
Bloody resilience: I'd bring this more in line with the Draconic Soul Sorcerer. Armour proficiencies are fine as they roughly equate toe the Draconic Soul's armour buff but I'd reduce the bonus HP in your class to mirror the Draconic Souls buff (Which I believe in 2024 rules is +3 at 3rd level and +1 per level thereafter).
Blood Curses: Remove this as a level 6 ability in favour of bonus spells at level 3 that are always known/don't count against the sorcerer's max number of spells that lean into the notion of cursing others. Likely spells would be: Level 1: Bane and Hex, Level 2: Blindness/Deafness, Ray of Enfeeblement, Level 3: Bestow Curse, Remove Curse, Level 4: Confusion, Elemental Bane, Level 5: Geas,. You could then also do something akin to the Aberrant Mind Sorcerer and use Sorcery Points to cast those spells instead of spell slots.
Blood Weapon: Now comes in a level 6. Although it's not really an official D&D class the Blood Hunter is out there and the Blood Weapon ability does step on its toes a bit (link here if you were not aware of it: https://www.dndbeyond.com/classes/357975-blood-hunter). Depending on the Blood Hunter's level they can empower their weapon by taking between 1d4 and 1d10 damage and add a likewise amount of bonus damage. I might look at "burning" Hit Dice to use it instead of Sorcery Points. Change it so that when you create a blood weapon you spend one or more of your Sorcerer Hit Dice and the weapon you create deals that many dice damage and the maximum number of Hit Dice you can spend to fuel the ability is equal to half your proficiency bonus (rounded down) which means the weapon would deal between 1d6 and 3d6 damage depending on Sorcerer level. This then reflects the character being physically drained by the magic in a way that won't put them at a lower HP total and means you then have to balance using the ability with losing out on healing during a rest period and effectively functions like an at-will version of the Shadow Blade spell. Because multi-classing can be a thing, an important distinction to make here is using the Hit Dice you gain from the Sorcerer class only not from other classes.
Magical Stitching: This needs a little tidying up on the wording for clarification. It currently reads "If you are Blooded, you can cast the spell on yourself at level 1 using a Bonus Action instead of an action. ". So is that one free level 1 casting per long rest? One free casting as a bonus action every turn? or something else? Having Cure Wounds as a bonus spells would be OK but having a free level 1 casting every turn as a bonus action probably won't be. Again...I might change this to lean into Hit Dice more than a bonus spell. Being able to use your Hit Dice as a bonus action to heal yourself once per long rest might be a more flavourful way to lean into the notion of using your blood to do something although this does then mean you wouldn't be able to heal other PC's which might not be a bad thing, although if you wanted to keep a bit of flexibility in the ability you could also take a bit of inspiration from the Life Transference spell and roll your Hit Dice and instead of healing yourself you heal someone you touch for half the amount you rolled.
Blood Knight: What you basically have here is the Durable Magic feature of the War Mage wizard subclass. I'd make the benefits in line with that; namely +2 to AC and saves instead of +3 and then give advantage on the concentration saves instead of auto success when you take damage and I'd lose the bonus damage and extra attack for the blood weapon. Auto success on the concentration check would be a tad to much for my table and advantage brings it inline with feats such as War Caster.
Sanguine Domination: This is a bit of a weird one for me as it kind of mimics other class abilities such as the Wizard/Necromancer's Grim Harvest, the Warlock/Fiend Dark Ones Blessing and Warlock/Hexblade Hexbaldes Curse. So, it should be OK but something bothers me about healing 4d6+ charisma mod and I can't place my finger on why. As mentioned above, I'd lose the Blood Curses in favour of bonus spells so that would impact the capstone ability.
So that's it, a bit of a ramble and take it or leave it as you want.
(FEEDBACK WANTED)
I felt like making a "Blood Mage", so here's my take. Anyone can do blood magic if their learned how, but the Cursed Blood Sorcerer has a special type of blood that lets them do unique things with their blood and spread the curse to others.
https://www.dndbeyond.com/subclasses/2511615-cursed-blood
Please give it a try and let me know what you think. The features should all be implemented correctly to work with D&D Beyond character sheets but let me know if they're not.
Just from reading over it, a few things to note:
pronouns: he/she/they
I'm gonna be honest, are you a bot? You comment on everything, even some really niche spells that nobody talks about. If it exists on this website you see it and there's a high chance you respond to it. To my knowledge, no working adult or even a student would have the time to do that, let alone the ability to almost instantly know when someone posts something. It's impressive but also concerning.
I ask because I don't know if that feedback is Ai generated or genuine.
As for your Feedback:
Also, when in doubt, always design something to be strong and let the DM (who is already open to homebrew by allowing it) decide to rein it in or not. That's the beauty of Homebrew, the Table has already agreed to add or change things, so you should consider that when designing. Start high and you'll never be found wanting. Thanks for the feedback. (10111001011001110)
With DM cap on, and basing this mostly off 2014 rules, my 2cp worth is:
Bloody resilience: I'd bring this more in line with the Draconic Soul Sorcerer. Armour proficiencies are fine as they roughly equate toe the Draconic Soul's armour buff but I'd reduce the bonus HP in your class to mirror the Draconic Souls buff (Which I believe in 2024 rules is +3 at 3rd level and +1 per level thereafter).
Blood Curses: Remove this as a level 6 ability in favour of bonus spells at level 3 that are always known/don't count against the sorcerer's max number of spells that lean into the notion of cursing others. Likely spells would be: Level 1: Bane and Hex, Level 2: Blindness/Deafness, Ray of Enfeeblement, Level 3: Bestow Curse, Remove Curse, Level 4: Confusion, Elemental Bane, Level 5: Geas,. You could then also do something akin to the Aberrant Mind Sorcerer and use Sorcery Points to cast those spells instead of spell slots.
Blood Weapon: Now comes in a level 6. Although it's not really an official D&D class the Blood Hunter is out there and the Blood Weapon ability does step on its toes a bit (link here if you were not aware of it: https://www.dndbeyond.com/classes/357975-blood-hunter). Depending on the Blood Hunter's level they can empower their weapon by taking between 1d4 and 1d10 damage and add a likewise amount of bonus damage. I might look at "burning" Hit Dice to use it instead of Sorcery Points. Change it so that when you create a blood weapon you spend one or more of your Sorcerer Hit Dice and the weapon you create deals that many dice damage and the maximum number of Hit Dice you can spend to fuel the ability is equal to half your proficiency bonus (rounded down) which means the weapon would deal between 1d6 and 3d6 damage depending on Sorcerer level. This then reflects the character being physically drained by the magic in a way that won't put them at a lower HP total and means you then have to balance using the ability with losing out on healing during a rest period and effectively functions like an at-will version of the Shadow Blade spell. Because multi-classing can be a thing, an important distinction to make here is using the Hit Dice you gain from the Sorcerer class only not from other classes.
Magical Stitching: This needs a little tidying up on the wording for clarification. It currently reads "If you are Blooded, you can cast the spell on yourself at level 1 using a Bonus Action instead of an action. ". So is that one free level 1 casting per long rest? One free casting as a bonus action every turn? or something else? Having Cure Wounds as a bonus spells would be OK but having a free level 1 casting every turn as a bonus action probably won't be. Again...I might change this to lean into Hit Dice more than a bonus spell. Being able to use your Hit Dice as a bonus action to heal yourself once per long rest might be a more flavourful way to lean into the notion of using your blood to do something although this does then mean you wouldn't be able to heal other PC's which might not be a bad thing, although if you wanted to keep a bit of flexibility in the ability you could also take a bit of inspiration from the Life Transference spell and roll your Hit Dice and instead of healing yourself you heal someone you touch for half the amount you rolled.
Blood Knight: What you basically have here is the Durable Magic feature of the War Mage wizard subclass. I'd make the benefits in line with that; namely +2 to AC and saves instead of +3 and then give advantage on the concentration saves instead of auto success when you take damage and I'd lose the bonus damage and extra attack for the blood weapon. Auto success on the concentration check would be a tad to much for my table and advantage brings it inline with feats such as War Caster.
Sanguine Domination: This is a bit of a weird one for me as it kind of mimics other class abilities such as the Wizard/Necromancer's Grim Harvest, the Warlock/Fiend Dark Ones Blessing and Warlock/Hexblade Hexbaldes Curse. So, it should be OK but something bothers me about healing 4d6+ charisma mod and I can't place my finger on why. As mentioned above, I'd lose the Blood Curses in favour of bonus spells so that would impact the capstone ability.
So that's it, a bit of a ramble and take it or leave it as you want.