Sorcerer
Base Class: Sorcerer

You were an experiment in a blood ritual. You are the descendant of a blood demon from the Abyss. You drank one too many potions, and suffused your veins with magical energy. Whatever its origin within you, the power of a bloodborne is a dangerous one, that trifles with the very essence of life itself.

Blood Magic

You learn additional spells when you reach certain levels in this class, as shown on the Blood Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

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 evocation or a necromancy spell from the sorcerer, warlock, or wizard spell list.

Blood Spells
Sorcerer Level Spells
1st Bane, Inflict Wounds
3rd Aid, Gentle Repose
5th Vampiric Touch, Life Transference
7th Blight, Death Ward
9th Antilife Shell, Negative Energy Flood

Spell-Infused Blood

As blood magic flows through your veins, you unlock abilities that play with your own lifeforce. At 1st level, your hit point maximum increases by 2 and increases by 2 again whenever you gain a level in this class.

In addition, whenever you finish a short or long rest, you can choose to gain temporary hit points equal to your level in this class + your charisma modifier. These temporary hit points are special, and can stack with other sources of temporary hit points. You lose these temporary hit points whenever you finish a short or long rest. However, this magical blood comes with a consequence. While you have these temporary hit points, you cannot be healed by spells or magical abilities of 5th level and lower. You still treat all other mundane healing the same, such as rolling hit dice to regain hit points.

Pain Casting

Starting at 6th level, you've tapped into the magical energy within your blood even deeper, allowing you to convert your life force into pools of magic. When you use your flexible casting feature to transform sorcery points into spell slots, or vice versa, you can instead choose to expend your own life force to fuel the magical regeneration.

  • When you transform sorcery points into spell slots, you can choose to lose a number of hit points equal to the sorcery point cost, instead of expending the sorcery points.
  • When you transform spell slots into sorcery points, you can choose to lose a number of hit points equal to twice the spell slot level, instead of expending the spell slot.

Hit points lost from this feature cannot be reduced or prevented in any way.

Blood Carapace

At 14th level, you can turn your own blood into a protective layer around your body. As an action, you can steal your life force, dealing 2d6 blood damage to you and granting you the following benefits for 1 minute.

  • You gain a bonus to your AC equal to your constitution modifier.
  • Whenever you take damage, you can use your reaction to reduce that damage by an amount equal to half your level in this class, as you shield yourself with blood.
  • Whenever you deal blood damage to a creature other than yourself on your turn, you can gain temporary hit points equal to twice your constitution modifier, as you refill the shield.

Once you use this feature, you can't do so again until you finish a short or long rest.

Boiling Veins

Beginning at 18th level, your veins are so suffused with enchanted blood that your body develops its own magical mutations. As a bonus action, you can deal 1 or more d10s in blood damage to yourself to enhance your body. For each d10 you deal, you can gain one of the following benefits of your choice, the effects of which last for 1 minute:

  • You are immune to the bleeding condition.
  • You have resistance to blood and force damage.
  • Whenever you cast a spell using a spell slot of 1st level or higher, you can convert any damage dealt into blood damage.
  • Whenever you deal blood damage on your turn, you can force one of the creatures damaged to make a constitution saving throw against your spell save DC or be inflicted with bleeding for 1 minute. The target can repeat the saving throw at the end of each of its turns.
  • You take on an amorphous blood-blob form, converting your body and any equipment you are wearing or carrying. You can squeeze through a space as narrow as 1 inch wide, and you have advantage on ability checks you make to initiate or escape a grapple.

You can use this feature a number of times equal to your constitution modifier, regaining all expended uses when you finish a long rest.

Previous Versions

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