Base Class: Sorcerer
A confluence of bloodlines, so rare that is happens maybe once in an age, your magics are so unique that your true abilities are unknown to all but the deepest of scholars. Power is as natural to you as breathing. Your magic is as much a part of you as the blood in your veins. You find that you are able to use your blood to bolster your magics, to empower them, using your own life’s blood to reach new heights of incredible magical powers. You will quickly realize, however, that most people you meet in life will find this ability frightening, causing some to treat you with suspicion, with fear, or perhaps maybe even outright hatred. They will use your magics to explain their bad luck in life, even if it actually has nothing to do with their apples spoiling early, their child being born with a cleft palette, or the love of their lives running away with someone else. Because blood magics are considered taboo by nearly all societies, it has become associated with evil practices involving necromancy and sacrifice. Because of this, you must keep your magics secret, away from the eyes of those superstitious of such things.
Unfortunately, now that your magics are growing into their power, your body has begun to express your innate magic by bloodletting in a specific spot on your body. The amount of blood does no actual harm to you, but it may be very noticeable to anyone nearby. This bloodletting takes place every time you use sorcery points. Roll a d6 to determine where on your body your bloodletting occurs:
- On the palms of your hands
- As tears of blood that fall from your eyes.
- As a spot over your heart that might soak through your clothing
- As a spot at the base of your neck, visible through your clothing
- From the skin along your forearms
- As small streams of blood that fall from your ears.
Blood Speaker
At 1st level, the very essence of your sanguine lifeblood begins to speak to you in subtle ways. Because of your connection with blood magics, you can sense the presence, and general direction, of spilt blood if you come within 60 feet of where it was spilled. (DM has a say whether physical barriers may block this ability) Tasting a bit of blood, as long as it is still liquid, has a chance of telling you whose blood was spilled, how much time has passed since it was spilled, or perhaps . . . maybe . . . what emotions the victim was feeling when it lost the blood. (Roll a Performance Check. The DC is 20 minus your character level. The more you exceed the DC, the more information you will learn)
If you are bleeding, either through your own bloodletting or due to an injury, your body will become your spell focus, removing the need for any mundane material components for your spells.
Blood Taint
Starting at 1st level, you can use a bonus action on your turn to place a taint upon the blood of someone within 30 feet of you. A chosen target must make a Charisma saving throw. If they succeed, the target is considered Poisoned for one round. Upon failing, any time that target makes an attack roll or saving throw before one minute has passed, they must roll a d4 and subtract the number rolled from the attack roll or saving throw. You can use this ability twice per short rest, but you can only have one person tainted at a time.
Blood Glyph
At 6th level, you gain the ability to use your own blood to create magical glyphs, painting them onto a hard surface with your finger. These glyphs will remain until the desired circumstance occurs to release the magic. Creating this glyph requires 3 minutes of uninterrupted concentration, plus additional time if the spell chosen exceeds 1 action. No larger than 1 square foot in size, you trace your blood glyph either on a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends. You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password. You can only create one glyph per short rest.
When you inscribe the glyph, choose explosive runes or a spell glyph.
Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 necrotic damage on a failed saving throw, or half as much damage on a successful one.
Spell Glyph. You can store a spell that you know in the glyph by casting it as part of creating the glyph. The spell can target a single creature or an area, but will never exceed a 20 feet radius if the spell's area of effect exceeds this size. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a single target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.
When you reach 10th level, the radius of the chosen effect increases to 30 feet. When you read 15th level, the radius of the chosen effect increased to 60 feet.
Blood for Blood
At 6th level, when a creature you can see hits you with a physical attack, you can use your reaction to bind your vitality to the attacker and force them to share your injury. The attacker takes damage equal to the damage you took as your injury also becomes their injury.
This feature cannot be used against constructs or undead. You can use this feature once. You must finish a short or long rest before you can use it again.
At 14th level, you can use this feature twice between rests.
Blood Circle
Beginning at 14th level, you can conduct a ritual that takes 10 minutes to perform. Using your own blood (causing yourself 2d6 damage), you must draw 12 small runes on a flat surface (a floor, a large rock, a wooden dock, the deck of a ship, etc.) in the general shape of a circle that does not exceed 10 feet in diameter. Once complete, the bloody runes will begin to glow, bright enough to cast dim light out another 10 feet. Sitting in the center of the circle created by your runes, you can conduct one of the following:
- Cast Magic Circle within the confines of your circle
- Summon a Hezrou that will remain for 1 minute. The demon cannot enter your circle, or bring harm to anyone else within your circle, but it will attack anyone it sees outside of your circle. At the end of one minute, the demon will be sent back to where it came from.
- Cast Scrying
- Cast a healing spell that heals each person in the confines of the circle (excluding yourself) 3d10 + your charisma modifier.
You can only use this ability once per long rest.
Blood Path
At 18th level, you gain the ability to expand the power of your Blood Circle. After creating your circle, you can perform one of the following:
Cast Plane Shift
Cast Teleport
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