Sorcerer
Base Class: Sorcerer

Your magic comes from the blood coursing through your veins. Many sorcerers who claim this origin can trace their magic to a deadly illness in their youth or a bite from a magical creature. The sorcerers who identify with this special brand of magic feel the life force of the creatures around them, and with practice, can manipulate it, for a cost.

Blood Price

Since your magic is an extension of your life force, your damaging spells have an additional health cost. Whenever you cast a spell with a damage component, you must reduce your hit points by double the level of the spell cast. You then add damage to the spell, equal to the health lost this way. If you do not have enough hit points to cast the spell, you may cast it and immediately fall unconscious. The loss of hit points on cast does not disrupt concentration.

Blood price applies only to spells from the sorcerer's spell list.

Life Leech

Starting at 1st level, when you deal damage to a target, you gain temporary hit points equal to your Proficiency bonus + your Charisma modifier. This temporary health can be used for Blood Price. The temporary health does not stack but can be replenished when you deal more damage.

Ritualist

You need only a small fragment of another person to be able to sense their life force. Starting at 6th level, you can cast single-target concentration spells with no range restrictions, as long as you have a vial of the targets blood to use as an added material component. The blood in consumed with the casting.

Sixth Sense

Beginning at 14th level, you are able to detect another creature's life force even if you can't see them. As an action, you can cut yourself for a number of health equal to your Charisma modifier to make a DC 12 + the damage done, Arcana check to sense living creatures around you. On a success, you know how many creatures are within 100ft x the number of damage done and the direction to each creature. This feature can only detect creatures that have blood.

Inflict Anemia

Starting at 18th level, as an action you can suppress another creature's life force. You can spend a quarter of your maximum health to attempt inflict a living creature with anemia. The creature must succeed on a Constitution saving throw. On a failed save the target takes damage equal to your total hit die, and suffers from three levels of exhaustion. On a successful save the target takes half damage. You may use this feature only once per long rest.

To use this feature you must either be able to see your target, or have a vial of the targets blood. This feature does not work on constructs. 

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