Base Class: Sorcerer
Blood is the life force in the most things. In the shadowed annals of arcane world, there exists unfortunates whose power is both chilling and captivating—a being known as the hemomancer. Hemomancers visage is relatively normal until using their powers. then they become strikingly pale, like moonlight filtered through a crimson haze. Eyes become pools of blood. Every step they take seems measured, a solemn dance with destiny, as if the very earth responds to their presence.
The air around a hemomancer seems to thicken with an eerie anticipation, as though the elements themselves acknowledge their dominion. With a mere gesture, they can draw forth the essence of life from within their own veins, a scarlet current that dances and coils like liquid fire. This vitae is their currency, their power source, and the source of their dread reputation. In the presence of a hemomancer, one might taste the metallic tang of blood on the air, a reminder of the sacrifice made to fuel their dark sorcery.
But do not mistake their power for malevolence alone. A hemomancer motives are their own. Some are driven by an insatiable thirst for knowledge, while others seek to protect the vulnerable, harnessing their fearsome gifts for the greater good. Regardless of their intent, they remain a figure of intrigue, a paradoxical embodiment of life's vitality and the inevitable specter of death—a flavor of magic both chilling and captivating, eternally shrouded in the crimson veils of their enigmatic art.
Bloodcasting
An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.
Cantrips
At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.
Blood Magic
The hemomancer cast spells by taking damage equal to the the spell level of the spell being cast. For example, if you know the 1st-level spell burning hands, you can cast burning hands and take 1 damage.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the sorcerer spell list.
The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level equal to half you level rounded up or lower. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list which you can cast.
Spellcasting Ability
Constitution is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Constitution modifier
Spell attack modifier = your proficiency bonus + your Constitution modifier
This will also change how Font of Magic and Metamagic works, replacing them with the abilities Font of Blood and Plasmic Magic .
Font of Blood
At 2nd level, you tap into your veins to enclose yourself in magic. This wellspring is represented by blood points, which allow you to create a variety of magical effects.
Blood Points
You have blood points equal to your Sorcerer level. You can never have more blood points than your Sorcerer level. You regain all spent sorcery points when you finish a long rest and you can take damage to increase the number of blood points you have by the amount of damage taken.
Blood Aura
You can use your blood points to gain a bonus to your saves against magical effects. This bonus is equal to to +1, goes to +2 at level 8 and +3 at level 12. You learn other ways to use your sorcery points as you reach higher levels.
Blood Spells. You can transform unexpended blood points into one spell on your turn. The spell expends a number of blood points equal to the level of the spell plus 1.
Plasmic Magic
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following plasmic magic options of your choice. You gain another one at 10th and 17th level.
You can use only one plasmic magic option on a spell when you cast it, unless otherwise noted.
Mitosic Spell
When you cast a spell that forces other creatures to make a saving throw, you can force some of those creatures from the spell’s full effect. To do so, you spend twice the blood points as the level of the spell and choose a number of those creatures up to your Constitution modifier (minimum of one creature). A chosen creature automatically fail on its saving throw against the spell.
Spray Spell
When you cast a spell that has a range of touch, you can spend 1 blood point to make the range of the spell 30 feet.
Coagulant Spell
When you cast a spell that has a duration of less than 1 minute, you can spend 1 blood point to double its duration.
Stained Spell
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 blood points to give one target of the spell disadvantage on its first saving throw made against the spell.
Pulse Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 blood points to change the casting time to 1 bonus action for this casting.
Beat Spell
When you cast a spell, you can spend 1 blood point to cast it without somatic or verbal components.
Transfused Spell
When you cast a spell that targets only one creature, you can spend a number of blood points equal to the spell’s level to switch the spell to a different target in range (1 blood point if the spell is a cantrip). The transferred creature does not get a save unless the spell allows for additional saves.
Restorative Presence
Because of the magic in your blood, when you heal naturally so do others. At 1st level, all other characters that take a short rest within 30 feet of you get an additional +2 to amounts healed with hit dice per hit dice used if you also use hit dice to heal during the same short rest.
Font Transfusion
At 6th level, you gain the ability to draw blood from your enemies. As an action, you cause a target within 30 feet of you to make a Constitution saving throw. If the target fails then deal 1D6 slashing damage and gain 1 blood point for every 5 levels you have. If the target saves then deal one point of slashing damage and gain one blood point. You can do this a number of times per day equal to your proficiency bonus plus your Constitution modifier and the save is equal to 8 + your proficiency bonus + your Constitution modifier.
Forced Osmosis
As your power increase and your control over blood become surgically precise you can now filter out contaminates in the blood of your target...or filter them in.
At 14th level, you can expend 5 blood points to cure a target within 30 feet of one disease or neutralize one poison affecting it.
Alternately you can expend 10 blood points to affect a target within 30 feet with one of the following conditions for 2D4 rounds: Blinded, Deafened or Poisoned. Creatures that cannot be affected by diseases or poisons ignore this effect.
Bath in Blood
At 18th level, when covered with or in a pool of an enemy's blood you can take an action to heal 1D6 for each hit dice the dead enemy had. You can choose to do this as a bonus action instead but you only gain 1D4 for every two hit dice the dead enemy had. Any excess is applied to your blood points.
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