Base Class: Sorcerer
Upon birth you had an affinity for blood and had a strengthened connection between the arcane and the manipulation of life energy. Those with this connection to blood have a skill for necromancy. Blood magic is seen as very evil and corrupt, and is normally only seen in those with connections to the Goddess Noxx, however anybody could be born with these powers. In recent years it has become more acceptable, as it is regulated and taught to be controlled at Albrexx’s School of Sorcery. Those who use blood magic and do not go to the school can be imprisoned, and potentially executed depending on their threat level.
Expanded Spell List
When you choose this subclass you gain access to more spells, which do not count against you number of spells known. (Some are homebrew).
You also gain access to the Blood Bolt cantrip, which does not count against your total number of cantrips.
1st- Blood Knife, Hex
3rd- Piercing Blood, Ray of Enfeeblement
5th- Boil the Blood, Vampiric Touch
7th- Shadow of Moil, Blight
9th- Flurry of Blood, Negative Energy Flood
15th- Siphon Blood
Blood Siphoning
Starting at 1st level, as a reaction to someone within 30ft of you taking piercing or slashing damage, you can siphon their blood to yourself. This heals yourself an amount equal to your level + charisma modifier. You can do this 3 times per long rest.
Resilient Blood
Starting at 1st level,your blood is infused with more life energy. You have an addition bonus to hit points equal to 1d6 + your charisma modifier.
You gain another bonus to your hit points of 1d6 + charisma, whenever you hit sorcerer levels 4, 8, 12, 18 and 20.
At 6th level you also gain advantage on saving throws against disease and poison as your blood has become more naturally resilient.
Sanguine Conversion
At 6th level you gain the ability to mold your blood into the arcane energy required to bend and weave your spells and back again.
As a bonus action you can use your own hit points to regain sorcery. When you use this feature you may take a number of d6 damage equal to the number of sorcery points you wish to regain.
You can also instead spend sorcery points to gain temporary hit points. The amount of hit points is equal to a number d6 per sorcery point you spend
Crimson Infusion
Starting at 14th level, you learn how to make use of the blood your enemies have already spilled from you to strengthen your magic beyond its normal limits, as even your blood magically shields you from harm. While you have no more than half your hit points left, you gain a +3 bonus to AC.When you have this bonus and you roll damage for a sorcerer spell that you cast, you can add your proficiency bonus as bonus damage. You can only add the bonus damage once per turn.
Sanguine Eruption
At 18th level, you learn how to force your magic into the body of a mortally wounded creature with such ease and force as to create an explosion of magic. When you deal damage to a creature and reduce it to 0 hit points, you can spend 2 sorcery points to cause the creatures blood to explode violently. The target automatically fails one death saving throw. Each creature within a 15-foot sphere centered on the target must make a Constitution saving throw. On a failed save, a creature takes 7d6 necrotic damage, and half as much on a successful save.
Previous Versions
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10/23/2021 6:51:23 PM
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