Base Class: Sorcerer
Arcane scholars know that blood holds immeasurable power. Certain cursed creatures such as vampires draw on this substance and need it to live. But some ordinary people are born with the same condition. Some speak of a curse, others of disease, but one thing is certain, blood touch sorcerers hold terrible powers linked to blood. They can feel the arcane energy flow through the veins of all living creatures, and they can harvest this hidden power to heal themselves and inflict terrible wound to their prey.
Blood thirst
At level 1, you can cast “Inflict wound” without verbal component. This spell count as a sorcerer spell but doesn’t count against your spells known.
You can cast it as a cantrip, but when you do so, it inflicts 1d10 less damage (2d10 instead of 3d10).
You can also change his rang of touch into a 20 feet range, but this also inflict 1d10 less damage.
When you inflict damage with this spell at a target who have blood in her body, you absorb the blood of the victim and regain a number of hit point equal to half of this damage, rounded to the minimum.
BUT you need to absorb blood to survive. Each 24 hours without satisfying your blood thirst, you have to do a constitution saving throw (DC 10). If you fail, you take a level of exhaustion.
Blood bending
At level 1, you can use your bonus action to control a small amount of blood in the range of 20 feet. You can use this control in this following way:
-You clean a bloody object you can see.
- You choose a blood pool that you can see and that fits within a 5-foot cube. You can make levitate this cube of blood an make it move 10 feet.
-You sense blood within your range in a chosen direction. If their is blood in this direction, you also know the distance between it and you. This ability can be use to detect living creature. When you sense a living creature, you also know if she suffer a disease or the poison condition.
-You stabilize a target you can see (this still require a medicine check, but you can use your Charisma instead of Wisdom)
-You cure a target you can see from the poison condition (this could be yourself)
-You give yourself resistance against poison, necrotic, slashing, and piercing damage until your next turn. You also can spend 1 sorcery point to gain resistance to this type of damage for 1 hours instead.
-You focus on a target, and she have to make a constitution saving throw. The difficulty is equal to your spell save DC. If she fails, she suffers a disadvantage to any Strength, Dexterity and Constitution saving throw until her next turn.
Advance blood magic
At level 6, you can now use your Blood bending to create with your own blood a melee weapon that last 1 hours.
You are proficient with this weapon, and it could benefit a fighting style if you had one. This weapon count as magical and, when you perform the attack action with it, you can use your bonus action to use your Charisma instead of Strength or Dexterity.
When you summon this weapon, you can spend one sorcery point to upgrade it. An upgraded blood weapon inflicts additional necrotic damage to the target. This bonus to the damage is equal to your proficiency bonus.
BUT, when you summon a blood weapon, upgraded or not, you take necrotic damage. The damage roll you take is equivalent to the damage roll of this summoned weapon.
Plus, when you hit a target with the spell “Inflict wound” or with your blood weapon, she has to make a constitution saving throw. If she fails, her movement speed is reduced by 5 until the end of her next turn and she get the poison condition
Blood and metamagic
At level 14, when you use the spell “Inflict wound”, you can add one metamagic option on this spell without spending any sorcery point.
You can do this a number of time equal to your proficiency bonus before taking a long rest to regain the full use of this ability.
If you use the “distant spell” metamagic option, the damage roll stays the same, but you can choose to inflict 1d10 less damage to ad 20 feet to the spell range. When you do so, inflict wound become a 50 feet range spell.
Power in your blood
At level 18, if you have a positive charisma modifier, which you likely have has a sorcerer, you had your Charisma modifier multiply by two to your maximum hit point.
And, when you ad a metamagic option to the spell "Inflict wound", it inflict additional damage equal to your charisma modifier.
If you kill a target with this spell, you regain 1 sorcery point.
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