Base Class: Sorcerer
Commonly known as hemomancers, those who possess the innate magic of Blood Sorcery can manipulate their own life force to increase the potency of their spells, and can even warp the life force of their enemies. Despite the name, not all who use this magic manifest it through use of their own blood, but misuse of this magic leave those who command it severely weakened, regardless of self-exsanguination.
Though the risk to their own lives can be great, the power hemomancers command over the lives of others can cause fear and wariness in those they come across. Some use this power to defend others, while some use it to dominate the wills and bodies of mortals as they see fit.
Having such access to magic can bring up many possibilities for your origin. Perhaps your family was blessed with power for serving a vampire lord or demon, or you were a child of such a being in the first place. Maybe you were the result of the experiment of a sacrificial cult, or you could have had an encounter with a powerful necromantic force such as a vampire mist, and survived the ordeal.
Blood Spells
1st-level Blood Sorcery feature
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Blood Spells table. Each of these spells counts as a sorcerer spell for you, but they don't count against the number of sorcerer spells you know.
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 enchantment or a necromancy spell from the sorcerer, warlock, or wizard spell list.
Psionic Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | false life, inflict wounds |
| 3rd | hold person, suggestion |
| 5th | slow, vampiric touch |
| 7th | compulsion, death ward |
| 9th | contagion, hold monster |
Unnatural Vitality
1st-level Blood Sorcery feature
Starting at 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Additionally, you gain resistance to necrotic damage.
Lifeblood Infusion
1st-level Blood Sorcery feature
Also, at 1st level, you can infuse your life energy or blood into your spells, empowering them. You can choose one creature that is hit by or fails the first saving throw they make against a sorcerer spell of 1st-level or higher that you casted. You can expend a number of Hit Dice up to a maximum equal to your proficiency bonus. That creature takes 2d6 necrotic damage for the first Hit Die expended, plus 1d6 for each additional spent Hit Die. Undead and constructs are immune to the damage dealt by this feature.
You can only use this feature once on each of your turns.
Malignant Font
6th-level Blood Sorcery feature
Starting at 6th level, you can draw upon your own life force to gain more control over the effects of your spells. Whenever you use your Font of Magic feature to recover sorcery points, you can expend a number of Hit Dice up to a maximum equal to your proficiency bonus rather than a spell slot. If you do, you recover sorcery points equal to the number of spent Hit Dice.
Hemomantic Nature
14th-level Blood Sorcery feature
When you reach 14th level, your blood magic bolsters your longevity and vitality to an unnatural degree. You regain 2 of your spent Hit Dice whenever you finish a short or long rest, and you have advantage on saving throws against disease, exhaustion, and the poisoned condition.
Additionally, when you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Lifeblood Dominion
18th-level Blood Sorcery feature
At 18th level, you gain absolute authority over the life force of yourself and others. You become immune to necrotic damage, and you age at a slower rate. For every 3 years that pass, you only age 1 year.
Additionally, whenever you use your Lifeblood Infusion feature and spend the maximum amount of Hit Dice, you can choose to steal the innate magical energy of the creature affected by the spell. You regain the spell slot and the number of sorcery points (if any) you used when casting the spell empowered by Lifeblood Infusion. Once you use this feature, you can't do so again until you finish a long rest.
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