Base Class: Sorcerer
A sorcerer's magic is in their blood. Your abilities happen to specialize in blood. Perhaps you are descended from a vampire, or you received your gifts from a transfusion from a magical being.
Hemokinesis
1st-level Crimson Lineage feature
Your ability to control blood blossoms in the form of hemokinesis. Select three options available at level 1 for how you use your ability. You gain an option again at level 3, 5, 9, 11, and 15.
You may change your ability options after a long rest.
Advanced Transfusion
Prerequisite: Level 9 As an action, you may spend up to 5 sorcery points and sacrifice an equal number of hit dice to heal a creature you can touch. Target regains hit points equal to the amount rolled on the hit dice plus twice your constitution modifier (minimum 2).
Bloody Dagger
As a bonus action, you may sacrifice a hit die to create a magical dagger of blood. The dagger lacks the thrown property, and deals 1d6 slashing damage. You may add your Constitution or Dexterity modifier to the attack and damage with this weapon.
Circulatory Sight
You can see the flow of blood from living creatures, even in pitch black. This does not work on invisible creatures, constucts or undead.
Eschar Armor
As an action, you may sacrifice a hit die to add your Constitution modifier, minimum of +1 to your Armor Class for 1 minute.
Force Hemorrhage
As an action, you can cause a creature you can see within 30 feet to bleed. Target takes an amount of necrotic damage equal to your Charisma modifier.
Hemomancy
Prerequisite: Level 9 Over the course of 30 minutes, you may leech your own blood to divine the future. Spend up to three sorcery points and sacrifice an equal number of hit dice. Roll the hit dice and record the numbers rolled. As a reaction, you may add one or subtract one of the amounts rolled from an ability check, attack roll, or saving throw made by yourself or a creature within 30 feet of you that you can see. You may do this after learning the outcome of the roll.
Internal Thermovariance
Prerequisite: Level 15 As an action, you may spend a sorcery point and force a creature within 30 feet that you can see to make a Constitution saving throw against your spell save DC. On a failure, the target's blood begins to boil, dealing 1d6 fire damage at the start of its turns, and reducing its movement speed by half. It may repeat the saving throw at the end of its turn.
You must maintain concentration as though you were concentrating on a spell.
Marionette
Prerequisite: Level 11 As an action you may spend 5 sorcery points to target a creature within 30 feet with less than its full hit points. The target must make a Charisma saving throw against your spell save DC.
On a failure, you may use your bonus action on your turn to command the creature to either use the attack action or use its movement on its turn. If you issue no command the creature remains still and is stunned. The target creature may repeat the save at the end of its turn.
Necrotic Narcosis
Prerequisite: Level 5 As an action you may spend a sorcery point and target a creature that has less that its full hit points remaining that you can see within 30 feet. Target must make a Constitution saving throw against your spell save DC or take 1d4 necrotic damage and be stunned until the start of your next turn.
Pulse Sense
You gain the ability to read a person's pulse. Gain expertise with the insight skill.
Self Stasis
As a reaction, you may sacrifice a hit die whenever you make a Constitution check (as if to maintain concentration on a spell) or Constitution saving throw. Add the amount rolled to the check or saving throw before learning the outcome of the roll.
Transfusion
Prerequisite: Level 3 As an action, you may spend a sorcery point and sacrifice a hit die to heal a creature by transfusing blood into them. A creature you can touch heals by an amount rolled on the hit die plus your Constitution modifier (minimum of +1).
Hemoglobe
6th-level Crimson Lineage feature
You can tap into the innate power in your blood and create a dome of blood around you. As an action, you can sacrifice a hit die and expend 1 to 5 sorcery points to create a magical field around yourself.
The dome lasts for 1 minute, until you become incapacitated, lose concentration, or until you use this feature again. The dome is 5 feet x 5 feet plus an additional 5 feet equal to the number of sorcery points spent to create it.
When the field is activated, each creature other than yourself must make a constitution saving throw against your spell save DC or take necrotic damage equal to the amount rolled on the hit die plus an additional point of damage equal to the amount of sorcery points spent. You gain temporary hit points equal to the amount of damage rolled plus the additional damage. You may choose not to affect a number of creatures equal to your Constitution modifier. An affected creatures movement speed is halved, and at the start of the creature's turn it must make a Constitution saving throw or take necrotic damage equal to your Charisma modifier. As a reaction, you may add your Constitution modifier to a creature's AC in your dome.
Causa Vitae
14th-level Crimson Lineage feature
You gain the ability to cast spells at the cost of your vitality. You may sacrifice a hit die and take necrotic damage equal to the amount rolled, plus the spell you wish to cast's level. You may do this to a maximum of 5th level.
Honor of Drakul
18th-level Crimson Lineage feature
You can create a terrible hazard with your own life essence.
As an action you can sacrifice 5 hit die. A number of creatures equal to your proficiency bonus must make a Dexterity Saving Throw against your spell save DC or take 8d6 piercing damage, or half as much on a save. On a failure they are considered restrained, having been pierced by a pike of blood. You regain hit points equal to the damage rolled. On a success they are not restrained, and may move up to 5 feet in any direction.
You may do this once per day unless you spend 7 sorcery points to use it again. If a creature dies due to damage, you may summon another bloody spike. If five creatures die, you gain another use of this ability.
Previous Versions
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