Sorcerer
Base Class: Sorcerer

Blood sorcery stuff I will add later

Blood magic

Starting at 1st level, you no longer use spell slots to cast spells. Instead, you draw upon your own life force to power your spells. When you cast a spell, you must take d4 damage equal to the spell's level in hit points. If the spell requires concentration, you cannot maintain concentration on it if you have insufficient hit points to cover the cost of the spell. If you would be reduced to 0 hit points or fewer by casting a spell, the spell fails, and you do not take the damage. You can use your Hit Dice to recover hit points as normal during short rests. Also you spell modifier is now constitution instead of charisma. 

your hit die becomes a d6, and it increases as you gain levels as a Blood Sorcerer, following this progression:

  • 1st to 3rd level: d6
  • 4th to 7th level: d8
  • 8th to 11th level: d10
  • 12th level and beyond: d12

 

(have to manually switch as I don’t think I have the ability to change a class hit die on certain levels)

Blood reservoir

At 1st level, you learn to store a portion of the life force you expend for your spells. You gain a Blood Reservoir equal to your Blood Sorcerer level x 2. You can store hit points in your Blood Reservoir equal to the damage taken when casting spells. This stored life force can be used to fuel your spells, allowing you to cast spells without taking immediate damage. As a bonus action on your turn, you can expend hit points from your Blood Reservoir to cast a spell, subtracting the hit points spent from your Blood Reservoir instead of taking damage to yourself.

Blood bond

Starting at 6th level, your connection to your own life force has deepened. When you cast a spell that requires concentration, you can choose to link your life force to the spell. While concentrating on such a spell, you cannot be forced to make a concentration saving throw, and you do not need to maintain concentration using your action; it is automatic. However, if the concentration spell is disrupted, you take damage equal to the spell's level.

Blood mastery

At 14th level, your mastery of blood magic reaches its peak. The hit points you take when casting spells are reduced by half (rounded down). Additionally, you can use your Blood Reservoir to fuel your spells without taking any immediate damage as apart of the spell. You have learned to channel your life force with unparalleled efficiency.

Blood sacrifice

Upon reaching 18th level, you can perform a Blood Sacrifice to unleash incredible magical power. Once per long rest, you can choose to take a severe toll on your life force to cast a spell of extraordinary magnitude. You can cast a spell but you must take the max damage from the spell level times 2, and the spell's damage ignores resistance and immunity to the damage type also the spells damage does max damage. After using Blood Sacrifice, you gain one level of exhaustion, and you cannot use it again until you finish a long rest.

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