I can't publish the class due to errors. Eye roll. This is because I changed how font of magic, and metamagic work.
Everything shows up in the character sheet correctly except for spellcasting. I can't seem to get my custom spellcasting to overide the base one. So it still shows both. But sense I can't publish the class. Because of the broken D&D rules. I will instead linka level 20 version a character with the class. And you can read most of the subclass rules there.
Sense you can't see the description of the class. Well not until I am able to post the subclass. I will included here.
Your magic comes from an unholy source. Perhaps your father was bitten by a vampire. And before giving into his new blood lust; you were conceived. However you gain this tainted blood magic changes to your class are as follows.
Changes to your class:
Spellcasting: Constitution instead of Charisma is now your casting ability.
Normal means of healing seems to hurt you.
Fount of magic no longer has a set amount of points per level. Instead your blood is mixed with magic and has become tainted. Instead class skills cost life as described below.
Metamagic now taps into your hit points pool.
Bonuses to necrotic damage.
To multiclass into this type of sorcerer you need a minimum of 13 Constitution instead of Charisma.
I think the class may be a little on the op side if you multiclass it with a level 1 barb. I am thinking of making an unarmored rule to avoid this. But otherwise I think it is pretty balanced. Any feedback for this class would be much appreciated. I don't currently have a group to play with. So I don't really have a way to play test it. But my math shows it to be pretty balanced.
Edit/update: Metamagic cost have been changed. Most things are just doubled to represent the appropriate HP cost. But I feel this might be to punishing at lower levels. Anyways I'm including all of them below as you can only see the ones I picked in the character sheet. Some other small balance changes have happened as well as some grammar & other changes.
Careful Spell
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 2 hit point and choose a number of those creatures up to your Constitution modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can spend 2 hit point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 2 hit point to make the range of the spell 30 feet.
Empowered Spell
When you roll damage for a spell, you can spend 2 hit point to reroll a number of the damage dice up to your Constitution modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
Extend Spell
When you cast a spell that has a duration of 1 minute or longer, you can spend 2 hit point to double its duration, to a maximum duration of 24 hours.
Heightened Spell
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 6 hit points to give one target of the spell disadvantage on its first saving throw made against the spell.
Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 4 hit points to change the casting time to 1 bonus action for this casting.
Subtle Spell
When you cast a spell, you can spend 2 hit point to cast it without any somatic or verbal components.
Twinned Spell
When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of hit points equal to the (spell’s level + half your con modifier rounded down to a min of the spell's level) to target a second creature in range with the same spell. Cantrips are much cheaper, and only cost 2 hit points regardless of you CON modifier.
The low and inconsistent costs of metamagic and font of magic bothers me, I recommend a point conversion, something like 3 HP per 1 sorcery point (or can make it 1d4 damage per sorcery point).
Also the fact that a level 20 blood mage will have gained 80 extra HP and gains 20(4d6+6) temp HP every turn is ridiculous. The +2 per level will be fine as long as you raise the cost of metamagic, but the temp HP has to be toned down significantly. You should also drop the +2 to CON.
Feeding on fear has way too much range. I recommend making it 15 feet with no target limit.
Lastly, I suggest keeping the spellcasting ability as CHA. Vampires are known for their charisma after all.
The low and inconsistent costs of metamagic and font of magic bothers me, I recommend a point conversion, something like 3 HP per 1 sorcery point (or can make it 1d4 damage per sorcery point).
Also the fact that a level 20 blood mage will have gained 80 extra HP and gains 20(4d6+6) temp HP every turn is ridiculous. The +2 per level will be fine as long as you raise the cost of metamagic, but the temp HP has to be toned down significantly. You should also drop the +2 to CON.
Feeding on fear has way too much range. I recommend making it 15 feet with no target limit.
Lastly, I suggest keeping the spellcasting ability as CHA. Vampires are known for their charisma after all.
The high HP is for a # of reasons.
You have no real armor in this class.
You can't be healed by outside sources.
Metamagic and fount of magic cost come directly from your HP.
Also you don't get much in the form of skills like persuasion. This is because there is no CON based skill. Meaning this character isn't really good for anything, but combat.
HP scaling cost are made for abuse management. So you can't keep creating, and expending spell slots to gain more HP. Also it scales to CON for flavor. The more CON you have the more damage you do. Meaning the more life it will cost you. I like the flavor of this, and I'm not quite sure why the scaling aspect of it bothers you. I was also thinking of raising the cost of metamagic. Not quite sure by how much though. I guess that will depend on each one. I will have to give this some more thought.
The HP math is as follows. You used to get 20 sorcerer points. So now instead you get 40 bonus HP. At level 20 using sorcerer points you could create a max of 4 level 3 slots in a single combat. With HP scaling with CON; you can now create 40HP/(5+6) = 3.6 level 3 slots. This is off set by the fact you have more HP than Sorcerer points. With the feat tough you pretty much double this. So I was thinking of making the scaling even greater. But haven't exactly decided how to do so yet. While a lower con means you get more slots for less. It also means you have less HP, and are less likely to hit. So you should still get about the same amount of use from the bonus HP.
Your not going to get that temp HP every round. There will be times you miss or don't use necrotic damage. And you can't be healed by normal means in a fight. This will be your saving grace. While 4d6 + con might be too much at level 18+. I have no real game play experience on it to find the right amount. Also note that it gives temp HP specifically. This is so that HP can't be used with metamagic, and font of magic. I was thinking of changing it a bit. Something like if you don't get attacked, and don't attack in a round you loose all the temp HP from it. But do you have better #'s you would suggest?
So to recap lower CON Score = more slots from bonus HP, less damage you do to yourself, lower chance to hit, less temp HP, and less necrotic bonus damage. Higher CON Score = less slots from bonus HP, more damage you do to yourself, higher chance to hit, more temp HP, and more necrotic damage.
Your probable right about Feeding on fear's range. I think I should change it to 30 feet as most fear effects are about that. Now that you mention it.
But I would be afraid of getting rid of the target limit. If you are surrounded by the max # of small units... Well you could heal your max HP on one cast of the spell. Even at 15 feet away. I chose the #s I did because a perfect role with max targets, and no successful saves... Means you heal half your HP on the average character. Not bad for your only possible combat heal. I don't want Feeding on Fear to turn into you have to kill me 3 times in day before I die type thing. And was possible considering even limiting the # of targets even more. Or get rid of the healing effect, and just make it temp HP.
The whole point of this subclass is blood magic. Meaning you use your life force to cast spells. CON is the stat that represents this. So I would prefer to keep it on that. The vampire was just an example of how your blood might have become tainted. Maybe I should use a zombie or something else if that confuses you. + If you change it to CHA it means you get more benefit from bonus HP. As the scaling of CON is more harmful to HP management with less benefits. At least this way you are forced to weigh the cons and pros of a high CON score.
The changes to Font of Magic is stupid, Sorcerer uses d6 HP, why should we spend life on features?
The whole point of this subclass is your magic is imbued with your blood. Meaning you can use magic to heal yourself or tap your life force to create magic. Font of Magic changes are made to represent that. It is also odd your are upset about the Font of Magic changes, and not the Metamagic changes.
You get a lot of bonus HP from the class features. And you can gain an extra 40 just from the tough feat. This should make it survivable enough.
I can't publish the class due to errors. Eye roll. This is because I changed how font of magic, and metamagic work.
Everything shows up in the character sheet correctly except for spellcasting. I can't seem to get my custom spellcasting to overide the base one. So it still shows both. But sense I can't publish the class. Because of the broken D&D rules. I will instead link a level 20 version a character with the class. And you can read most of the subclass rules there.
Sense you can't see the description of the class. Well not until I am able to post the subclass. I will included here.
Your magic comes from an unholy source. Perhaps your father was bitten by a vampire. And before giving into his new blood lust; you were conceived. However you gain this tainted blood magic changes to your class are as follows.
Changes to your class:
I think the class may be a little on the op side if you multiclass it with a level 1 barb. I am thinking of making an unarmored rule to avoid this. But otherwise I think it is pretty balanced. Any feedback for this class would be much appreciated. I don't currently have a group to play with. So I don't really have a way to play test it. But my math shows it to be pretty balanced.
Edit/update: Metamagic cost have been changed. Most things are just doubled to represent the appropriate HP cost. But I feel this might be to punishing at lower levels. Anyways I'm including all of them below as you can only see the ones I picked in the character sheet. Some other small balance changes have happened as well as some grammar & other changes.
Careful Spell
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 2 hit point and choose a number of those creatures up to your Constitution modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can spend 2 hit point to double the range of the spell.
When you cast a spell that has a range of touch, you can spend 2 hit point to make the range of the spell 30 feet.
Empowered Spell
When you roll damage for a spell, you can spend 2 hit point to reroll a number of the damage dice up to your Constitution modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
Extend Spell
When you cast a spell that has a duration of 1 minute or longer, you can spend 2 hit point to double its duration, to a maximum duration of 24 hours.
Heightened Spell
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 6 hit points to give one target of the spell disadvantage on its first saving throw made against the spell.
Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 4 hit points to change the casting time to 1 bonus action for this casting.
Subtle Spell
When you cast a spell, you can spend 2 hit point to cast it without any somatic or verbal components.
Twinned Spell
When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of hit points equal to the (spell’s level + half your con modifier rounded down to a min of the spell's level) to target a second creature in range with the same spell. Cantrips are much cheaper, and only cost 2 hit points regardless of you CON modifier.
The low and inconsistent costs of metamagic and font of magic bothers me, I recommend a point conversion, something like 3 HP per 1 sorcery point (or can make it 1d4 damage per sorcery point).
Also the fact that a level 20 blood mage will have gained 80 extra HP and gains 20(4d6+6) temp HP every turn is ridiculous. The +2 per level will be fine as long as you raise the cost of metamagic, but the temp HP has to be toned down significantly. You should also drop the +2 to CON.
Feeding on fear has way too much range. I recommend making it 15 feet with no target limit.
Lastly, I suggest keeping the spellcasting ability as CHA. Vampires are known for their charisma after all.
The changes to Font of Magic is stupid, Sorcerer uses d6 HP, why should we spend life on features?
The high HP is for a # of reasons.
HP scaling cost are made for abuse management. So you can't keep creating, and expending spell slots to gain more HP. Also it scales to CON for flavor. The more CON you have the more damage you do. Meaning the more life it will cost you. I like the flavor of this, and I'm not quite sure why the scaling aspect of it bothers you. I was also thinking of raising the cost of metamagic. Not quite sure by how much though. I guess that will depend on each one. I will have to give this some more thought.
The HP math is as follows. You used to get 20 sorcerer points. So now instead you get 40 bonus HP. At level 20 using sorcerer points you could create a max of 4 level 3 slots in a single combat. With HP scaling with CON; you can now create 40HP/(5+6) = 3.6 level 3 slots. This is off set by the fact you have more HP than Sorcerer points. With the feat tough you pretty much double this. So I was thinking of making the scaling even greater. But haven't exactly decided how to do so yet. While a lower con means you get more slots for less. It also means you have less HP, and are less likely to hit. So you should still get about the same amount of use from the bonus HP.
Your not going to get that temp HP every round. There will be times you miss or don't use necrotic damage. And you can't be healed by normal means in a fight. This will be your saving grace. While 4d6 + con might be too much at level 18+. I have no real game play experience on it to find the right amount. Also note that it gives temp HP specifically. This is so that HP can't be used with metamagic, and font of magic. I was thinking of changing it a bit. Something like if you don't get attacked, and don't attack in a round you loose all the temp HP from it. But do you have better #'s you would suggest?
So to recap lower CON Score = more slots from bonus HP, less damage you do to yourself, lower chance to hit, less temp HP, and less necrotic bonus damage.
Higher CON Score = less slots from bonus HP, more damage you do to yourself, higher chance to hit, more temp HP, and more necrotic damage.
Your probable right about Feeding on fear's range. I think I should change it to 30 feet as most fear effects are about that. Now that you mention it.
But I would be afraid of getting rid of the target limit. If you are surrounded by the max # of small units... Well you could heal your max HP on one cast of the spell. Even at 15 feet away. I chose the #s I did because a perfect role with max targets, and no successful saves... Means you heal half your HP on the average character. Not bad for your only possible combat heal. I don't want Feeding on Fear to turn into you have to kill me 3 times in day before I die type thing. And was possible considering even limiting the # of targets even more. Or get rid of the healing effect, and just make it temp HP.
The whole point of this subclass is blood magic. Meaning you use your life force to cast spells. CON is the stat that represents this. So I would prefer to keep it on that. The vampire was just an example of how your blood might have become tainted. Maybe I should use a zombie or something else if that confuses you. + If you change it to CHA it means you get more benefit from bonus HP. As the scaling of CON is more harmful to HP management with less benefits. At least this way you are forced to weigh the cons and pros of a high CON score.
The whole point of this subclass is your magic is imbued with your blood. Meaning you can use magic to heal yourself or tap your life force to create magic. Font of Magic changes are made to represent that. It is also odd your are upset about the Font of Magic changes, and not the Metamagic changes.
You get a lot of bonus HP from the class features. And you can gain an extra 40 just from the tough feat. This should make it survivable enough.
Updated blood return to be more balanced. Link in the OP also updated.