Base Class: Sorcerer
Blood magic is considered taboo in most parts of the world due to its unsavory nature. There are those, however, who have little choice in their particular gifting. Perhaps by curse, natural affinity, or poor luck and placement as a pawn in the great divine dance, there is a rare child given the ability to control the sacred ichor: blood.
Sanguine Spells
1st-level Blood Sorcery feature
You learn additional spells when you reach certain levels in this class, as shown on the Sanguine table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Sanguine Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | shield, hunter's mark |
| 3rd | aid, lesser restoration |
| 5th | bestow curse, vampiric touch |
| 7th | freedom of movement, stoneskin |
| 9th | antilife shell, contagion |
Hemoform
1st-level Blood Sorcery feature.
As a bonus action, you can charge your blood with your natural magic and enter your Hemoform for one minute. Your Hemoform ends early if your are unconscious You can use this action a number of times per long rest equal to your proficiency bonus. You also gain proficiency in light armor.
- Hemoform
- +10ft of movement speed.
- You gain temporary hit points equal to 1d10 + your sorcerer level.
- You add your Charisma bonus to your unarmored AC.
- You can produce simple melee weapons made of your own blood dealing 1d6 + CHA necrotic damage. This damage increases to 1d8 at 6th level, 1d10 at level 14, and 1d12 at level 18.
When your hemoform is active, once per turn when you hit a creature with an unarmed strike, you can expend a first level spell slot and regain a number of hit points equal to the damage dealt.
You also gain proficiency in light armor.
Active
In this state you have entered your Hemoform.
Inactive
In this state your Hemoform is inactive.
Extra Attack
6th-level Blood Sorcery feature
When your Hemoform is active you can make two attacks per attack action and your movement bonus increases to 15ft.
Active
Your Hemoform is active in this state.
Inactive
In this state, your Hemoform is Inactive.
Crimson Carnage
14th-level Blood Sorcery feature
When your Hemoform is active, you can make three Hemoblade strikes per attack action and your movement bonus increases to 20ft. Additionally, you score a critical hit on a roll of 19-20 on a d20.
Active
Your Hemoform is active in this state.
Inactive
Your Hemoform is Inactive in this state.
Hemorrhaging Critical
18th-level Blood Sorcery feature
When your Hemoform is active, your speed bonus increases to 30ft, you score a critical hit with your Hemoblade on a roll of 18-20 on a d20, and when you score a critical hit you automatically regain hit points equal to the Hemoblade damage dealt.
Additionally, once per turn when you hit a creature with your Hemoblade you can expend a 4th level spell slot to force the creature to make a Constitution saving throw. On a failed save, the creature takes another 3d12 necrotic damage now, and again at the beginning of each of its turn until it regains hit points in some way.
Active
Your Hemoform is active in this state.
Inactive
Your Hemoform is Inactive in this state.
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