Base Class: Sorcerer
You are a being filled with arcana, born with arcana. Unlike the other Sorcerers amongst your class you have been chosen by a selected member of the School of Sanguine to help understand the beings of creation. Just like how the leylines connect the different parts of the material plane, the veins inside you act as the same and help connect every part of your body. Utilizing this allows you to make the ultimate crimson exchange for power.
Crimson Exchange
Starting at 1st level, you have begun to understand the magic that is contained within you.
As a bonus action, you can sacrfice your own hit points, and create a number of slits that are visible on your arms by sacrificing a number of d6s equal to half your sorcerer level (rounded down). The damage taken with this ability cannot be negated or resisted in any way and your maximum hit points is decreased until your next long rest.
For example, at 4th level, you may choose to sacrifice 2d6 of your maximum hp and gain two slits.
Additionally, you know a number of blood spells equal to 1 + your proficiency bonus. The Blood spells available to you are as folllows:
Blood Spells
1st - Blood Shield, Blood Bullet, Hardened Mote, Emergency Transfusion
2nd - Blood Cover, Hemo-Goblin, Blood Tracker, Blood Disk
3rd - Blood Contingency, Blood Disease
4th - Anemia, Boiling Blood
5th - Blood Tether, Exsanguination
Dense Blood
At 1st level, Your maximum hp increase by 1 every time you level up.
As a prerequisite, to be allowed to conduct these experiments you have had to be tested on the anatomy of different creatures. You gain proficiency in the medicine skill.
Sanguine Protection (placeholder)
You can utilize the blood of your enemies you have slain with your spells to provide yourself with protection. At 6th level, When you outright kill a creature using a (blood) spell, you regain temporary hit points equal to 5 times the spells level.
Metabolism Control
At 14th level, You can now connect the essence of creatures that are friendly to you and are willing. Once every long rest, as an action you can now cast Tether essence. Additionally, you can recast this spell after expending 7 motes
Master of the Bloodrite
At 18th level, you are a true master of blood. As an action, you can transform the blood within and around you to protect you in a dangerous situation. While active, you gain 50 temporary hit points and additionally have have resistance to all damage except (radiant?) force and psychic damage.
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