Base Class: Sorcerer
Occasionally, a magically powerful ooze will be bound to a humanoid in symbiosis. Whether they consider it a blessing or a curse, these individuals' blood is as much a living, thinking being as they are. Such individuals often learn to tap into the power of their blood to access magical power, amplifying the potency of spells at the cost of their own well-being.
Expanded Spell List
You learn additional spells when you reach certain levels in this class, as shown on the Sanguine Arcane table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an evocation or a necromancy spell from the sorcerer, warlock, or wizard spell list.
| Sorcerer Level | Spells |
|---|---|
| 1st | False Life, Hex |
| 3rd | Darkness (appears as bloody mist), Enhance Ability |
| 5th | Life Transference, Vampiric Touch |
| 7th | Summon Greater Demon, Death Ward |
| 9th | Enervation, Negative Energy Flood |
Share The Pain
Starting at 1st level, when you take damage, you can choose to add necrotic damage equal to half the damage taken to your next damage roll with a spell. This additional necrotic damage cannot exceed half your sorcerer level (rounded up).
Blood Magic
Starting at 6th level, you can use your own blood as fuel for your spell casting. When you use any feature that requires sorcery points, you can choose to forgo the cost of one or more sorcery points. If you do so, you take 1d6 necrotic damage for every sorcery point you forgo spending. If you are concentrating on a spell, taking damage in this way does not require a concentration check, although damage from other sources still does as normal. Moreover, you can spend an action to spend one or more sorcery points to heal 1d4 hit points per sorcery point spent. You can replace the cost of no more sorcery points than your sorcery point maximum in one round.
Necrotic Syphon
Starting at 14th level, as an action, you can absorb the life force of nearby creatures. Each creature within 30ft of you that isn't a construct or an undead must succeed on a Constitution saving throw or take 3d8 necrotic damage, or half as much on a successful save. Moreover, you regain hit points equal to half the total damage dealt by this ability across all creatures.
Once you use this feature, you can't do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.
Emissary Of Sanguine
Starting at 18th level, as an action, you can spend 7 sorcery points to coat your entire body in gleaming red blood. For one minute, you gain the following benefits:
- When you deal necrotic damage, you regain hit points equal to half the damage dealt.
- You gain a burrow speed equal to your walking speed. When you burrow, you vanish into/emerge from a pool of blood.
- Creatures that start their turn within 30ft of you must succeed on a Wisdom saving throw against your Spell Save DC or be frightened of you for the duration of this ability. Creatures can remake this save at the end of every turn, ending the condition on a success.
- As an action, you can spend 3 sorcery points to unleash a 30ft long, 5ft wide line of blood from your hand. Creatures in the area must make a Dexterity saving throw or take 5d8 necrotic damage, or half as much on a successful save.
Once you use this feature, you can't do so again until you finish a long rest.
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