Base Class: Sorcerer
BLOOD
Blood Magic
1st-level Blood Sorcery feature
Whenever you deal damage to one target you gain temporary hit points equal to the damage dealt that lasts until the start of your next turn.
When you reach level 3 in this class. You learn to turn hit points into Blood Sorcery points and Blood Sorcery points into Hit points (Blood Sorcery Points do not count against Sorcery Points). As a Bonus Action you may sacrifice one of your hit die equal to the amount of Blood sorcery point you wish to create (To a maximum of half rounded down hit dice you have. Level 3 gives you 1 blood sorcery point slot). You hit point maximum lowers the amount of the hit dice you removed. (your hit dice is a d6 and you wish to create a blood sorcery point. You take 6 damage. This damage cannot be reduced in any way). As a Bonus Action you may use a blood sorcery point to give yourself health back equal to one of your max your hit dice (You may only give yourself hit dice back equal to the amount you removed). You permanently lose your hit dice until you finish a long rest or you use a sorcery point to give yourself the hit dice back.
Blood Sorcery Points act the same as normal Sorcery Points however they cannot create spell slots.
Sorcery Points may not be used to gain hit dice back.
Blood Metamagic
6th-level Blood Sorcerer feature
You gain the capability of turning enemy hit dice into blood sorcery points. Whenever you deal damage equal to or higher then the total number of one of their hit dice (If the Enemy's hit dice is 12 and you deal 12 or more damage to it) as a bonus action you may create a blood sorcery point.
In addition you gain a new metamagic called Maximize. To use this metamagic you must sacrifice your hit dice equal to 1/2 times the level of the spell rounded up.(Which lower your hit point maximum. For example, if you wish to maximize a level 3 spell you must used 5 hit dice) to roll max damage on a spell.
Blood Travel
14th-level Blood Sorcerer feature
At 14th level, you gain the ability to step from one person into another. if there is a living creature that is 120 feet or less from you, as a bonus action, you can magically teleport to them in any free space next to them.
Blood Mastery
18th-level Blood Sorcerer feature
As an action you may use one of the following features.
- You may enter someone's body and gain control over it for 1 minute.
- You may target as many targets as you want in a 120 feet radius around you. Each target must make a constitution saving throw, on a failed save they must take 5d6 bludgeoning damage on a success they take half. You regain a total hit point equal to how much total damage you made on each creature.
- You spend spend half of your hit point maximum (Hit dice) to cause blood to splatter around you. Each creature in a radius of 30 feet around you must make a constitution saving throw. On a failed save they take 10d6 bludgeoning damage, on a failed they take half as much.
Once you use this action, you can’t use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.
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