Base Class: Sorcerer
A dark and unheard of sorcery. Blood sorcerers manipulate the very essence that holds us together. Often their magic comes from ancient bloodlines like a vampire lord, or a dormmate curse. Blood sorcerers are rare and taboo within this world.
Blood Resilience
As you begin to have control over your own blood you become more resilient. At 1st level your hit point maximum increases by 2 and increases by 2 again whenever you gain another level in this class
Additionally you can use your reaction to summon a blood shield (Shield Spell) at the cost of 1d6+2 of your hit point maximum. You regain your maximum hit points after a short rest but do not heal the amount back. You can only use this feature an equal amount to half your sorcerer level. You also gain the Spare the Dying cantrip.
Sorcerous Blood
You learn to use your health as a source of magic. At 1st level you gain the ability to use your hit point maximum to create sorcery points. As a bonus action, you can take 1d6+2 damage to create a sorcery point. The damage increases by 1d6 if you chose to create more then 1 sorcery point at a time. You cannot exceed the total amount of sorcery points you can normally have.
Additionally, you can use your sorcery points to regain hit points. As a bonus action, for every sorcery point used you regain 1d6+2 hit points. If your hit point maximum is reduced by your own abilities, it increases by the amount rolled. Your hit point maximum cannot exceed the total hit point amount rolled. Once you take a short rest you regain your maximum hit points but do not heal the missing amount.
Bloody Party
You gain the ability to use your enemy's blood for your own purpose. At 6th level whenever a creature within 30ft of you takes piercing or slashing damage you can use your reaction to do one of the following things. You can use this feature an equal amount to your charisma modifier. You regain these charges after a long rest.
- You gain 1d6 + half of damage dealt of hit points which can also restore your hit point maximum
- You cause the enemy's wound to worsen which causes them to take 1d6 + Sorcerer Level of bludgeoning damage
- You gain 1 Sorcery Point.
Bloody Cleanup
You can now aid your allies on the brink of death. At 6th level you gain the ability to bring back your allies from the dying state. As a reaction, if an ally is to roll a death saving throw, instead bring them back to 1 hit point. You can only use this ability once per person per long rest.
Blood Masterwork
Your mastery towards blood magic has given you the capability to control others. You gain the Dominate Beast and the Dominate Person spell. These spells do not count against the maximum spells learned.
Additionally creatures that are targeted by your dominate spells roll the saving throw at disadvantage.
Blood Travel
At level 14th, you gain the ability to teleport to any injured creature. Whenever a creature within 120ft is visually injured and bleeding, whether recently taken piercing or slashing damage. As a bonus action you can teleport to the target.
Blood Mastery
at 18th level you have mastered blood magic and can use cause devastating results. As an action, you're entire body becomes into liquid blood for 1 minute. While in this form you gain the following features. Once you use this feature you can't use it again until a long rest or you use 7 sorcery points to use it again.
- You are resistant to non-magical bludgeoning, slashing and piercing damage.
- Your abilities heal you for twice as much
- The damage dealt by your blood party feature does twice as much damage
Blood Beat
You've gained the ability to start your own heart beat even after death. Once per long rest if you were to ever fail all three death saving throw. Instead of dying, you can bring yourself back to life to 1 hit point and gain a turn. During this turn, your healing is doubled only until the end of your turn.
Additionally, if an ally were to ever fail all three death saving throw. As a reaction you can bring them back to life to 1 hit point and gain their turn. You can also chose to sacrifice half your hit point maximum to replenish half of your allies health. You can only use this feature once and regain it every long rest.
Previous Versions
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