Sorcerer
Base Class: Sorcerer

Perequisites: Aasimar, Decendant of a Blood(demi)god, or influenced lineage by a Bloodgod (similar to Tieflings)

Phlebotomy Halo

Your claws are natural weapons, which count as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack. It deals 1d4 (lvl6 1d6, lvl11 1d8, lvl 17 1d10) slashing damage on a hit. 

Every time you hit an enemy, who isn't an undead, construct, or elemental, you drain their blood creating a Blood Halo stack.

You can create and store Blood Halo stacks equal to your proficiency bonus per day which last until the end of your next long rest, or until consumed.

You can create and store more stacks by using 2 Sorcery points per additional stack.

While you have at least one stack you get -1 to performance and persuasion, but +1 to intimidation checks.

You can consume one stack as a bonus action to get one of the following benefits:

  • You get +2 bonus AC for three rounds.
  • You get an advantage on dex saves and resistance against nonmagical bludgeoning, slashing and piercing damage until the end of your next turn.
  • You double the damage die for your next claw attack this turn, you regain hit points equal to half the damage dealt.
 

Blood Sense

You have expertise on checks to track wounded enemies (survival, perception, investigation)

 

When you aren’t wearing armor, your AC equals 13 + your Constitution modifier.

Unfulfilled Destiny

Once per long rest if you would fall to 0 HP, you fall to 1 HP instead and you trigger an explosion of necrotic energy around you. Each creature in a 5-foot radius cube centered around you must make a Dexterity saving throw against your spell save DC. A target takes 1d8 necrotic damage and gets pushed 15-feet back on a failed save, or takes half as much and gets pushed 10-feet back on a successful one.

 

 At level 14 the die changes to 2d8 and your bloodhound can trigger it as well.

Bloodhound

At 6th level you can create your own celestial companion in a blood ritual.

 

Blood Hound Ritual 

Casting Time: 8 hours
Range: Touch
Components: V, S, M (medium sized humanoid or beast corpse, patch of wolfskin, a tooth of a wolf, a bone of a wolf, a vial of your blood, 6 sorcery points; which the ritual consumes)
Duration: -

You hold a gory ritual, rearranging bones and flesh until you have formed your personal companion chosen by destiny itself.

You can't hold this ritual again until your Blood Hound has died.

Your companion stays alive until you die, whereupon he protects your corpse for 6 months and finally dies himself.

If your companion is reduced to 0 HP, you can spend 4 sorcery points to redo the ritual without the material costs, only using the Blood Hound corpse, or redo the whole ritual.

Either way, your companion keeps all of his stats and memories and is the same entity.

 

 
Blood Hound
Large Beast/ Celestial, your alignment 
Armor Class 11+ your PB(natural armor)
Hit Points 10 x ½your sorcerer level
Speed 45+ your sorcerer level ft.
STR
13+ your PB
DEX
12 + your PB
CON
15 (+2)
INT
your PB
WIS
12 (+1)
CHA
7+ your PB
Skills Perception, Stealth, Intimidation
Senses Passive Perception 10+ your PB 
Languages psychic link
Proficiency Bonus 1+ ½your PB (rounded down)

Keen Hearing and Smell. The Blood Hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The Blood Hound has advantage on an attack roll against a creature if you are within 5 feet and not incapacitated.

Companionship. The Blood Hound always knows where you are, even across different planes.

Bloodthirst Charge. If the blood hound moves at least 20 ft. straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 10+ your PB Strength saving throw or be knocked prone.

Actions

Bite. Melee Weapon Attack: STR mod+PB to hit, reach 5 ft., one target. Hit:  ⅓ your sorcerer level-d6 + your PB piercing damage.

Sanguine Aura

At 14th level, when you are hit by a melee attack, you can spend 2 sorcery points to deal magical slashing damage equal to your sorcerer level to the attacker. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 15 feet away from you.

 

Additionally you can use your bonus action and 3 sorcery points to create difficult terrain in a 10-foot sphere around you, affecting everyone except blood-connected people (siblings, parents, blood-brothers, your bloodhound). It lasts for ten minutes or until you dismiss it as a bonus action.

Heir of the Blood Goddess

At 18th level, you can use your action and spend 7 sorcery points to embrace your destiny as the successor of the blood god. This drastically alters your appearance, giving you celestial traits reflecting those of the blood god.

At the end of every 30 minutes while you are transformed, you must make a DC 20 Charisma saving throw. You make this saving throw with disadvantage if you are unconscious. On a failure, you revert to your normal form, and cannot use this feature again until you finish a short rest or long rest.

You also revert to your normal form if you drop to 0 hit points, die, or by using a bonus action on your turn. 

While you are transformed you gain the following benefits:

  • You have two creature types: humanoid and celestial (for the purpose of spell effects)
  • You grow one or more pairs of wings, granting you a flying speed of 60 feet ( if you already have a flying speed you gain an additional 30 feet)
  • You can't be petrified, frightened, or poisoned.
  • You have immunity to slashing and necrotic damage.
  • You have resistance against bludgeoning, piercing and radiant damage.

Previous Versions

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