Base Class: Sorcerer
So you interacted with pure magic. Maybe your morning cup of coffee was a portal straight to the Elemental Chaos, maybe you accidentally ran afoul of something or someone from the Fey or the Shadowfell, maybe it's just good genetics, or maybe every cell in your bone marrow rolled a natural 20 simultaneously. You don't know. All you know is that now you make way too much blood all the time and you can't stop. At least you can control it when it's not in your veins...
Blood Production Set to Maximum
Starting at 1st level, you may use the average of your CON and CHA as your spellcasting modifier. You use a d8 for your health dice instead of a d6. You recover 1d4-1 HP at the end of a combat encounter. If you have not taken damage on any given day, you will take 2d4 piercing damage for each day since you last lost blood, which cannot be reduced.
You do not use spell slots. Instead, whenever you cast a spell, you take piercing damage equal to half a 1d4, plus an additional half a 1d4 for each level of the spell cast. This piercing damage ignores resistance, immunity, and vulnerability effects and is rounded up.
Sanguine Resilience
As magic flows through your body, your condition become more obvious. You smell like blood. You cry blood instead of tears. At 1st level, your hit point maximum increases by 3 and increases by 1 again whenever you gain a level.
Affinity of Blood
Starting at 6th level, when you cast a spell that deals damage, you can use your bonus action to add additional piercing damage equal to half of the base damage. At the same time, you can spend sorcery points to gain an equal number of temporary hit points until you take a long rest.
Crimson Resonance
At 14th level, whenever you cast a spell that deals damage to an creature or covers them in your blood, their blood begins to resonate with yours. Once per turn, you may detonate that resonance on a single creature as a free action, dealing 1d6 Force damage and 1d6 Piercing damage per 'spell slot' used by the previous spell. This attack does not trigger this resonance again. This attack counts as using a spell slot equal to the previous relevant spell, and requires a number of Sorcery Points equal to the 'spell slot'.
Sanguine Dominance
Beginning at 18th level, you may spend 1 Sorcery Point to recover 1d4 + 4 Health at the start of your turn. In addition, whenever an enemy starts their turn while coated in blood, they must succeed an Intelligence saving throw (DC 12 + your Constitution modifier + your Charisma modifier) or become Frightened until the end of their next turn.
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