Sorcerer
Base Class: Sorcerer

Your lineage has been influenced by blood magic. You could have been involved in some kind of sacrificial ritual, had your blood tainted by dark forces, or be a descendant of a vampire. Either way, your lineage has granted you incredible powers.

Magic of the Body

Starting at 1st level, your spellcasting modifier is Constitution instead of Charisma.

When you reach 3rd level in this class, you learn the alter self spell, which doesn’t count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, the spell lasts the full duration without having to maintain concentration.

Sanguine Armor

At 1st level, your blood acts as a barrier against harm. While you are unarmored, your Armor Class is equal to 13 + your Constitution modifier

Burning Blood

Starting at 6th level, your magic-infused blood has become dangerous to other creatures. When you take damage from an attack, you can use your reaction to force a creature within 5 feet of you to make a Dexterity saving throw using your spell save DC. On a failed save, the creature takes acid damage equal to the damage you took, or half damage on a success.

You can use this feature an amount of times equal to your proficiency bonus per long rest.

Red Rage

At 14th level, you gain resistance to non-magical bludgeoning, piercing, and slashing damage. Additionally, when you deal damage to a creature within 5-feet of you using a spell, you can regain Hit Points equal to 5 x the spell's level. Once you use this feature, you cannot do so again until you finish a short rest.

Bleeding Form

Starting at 18th level, you can spend 6 sorcery points as a bonus action to magically transform yourself into a bloody form. In this form, you take 1d10 necrotic damage every turn, and any creatures of your choice within 30 feet of you take necrotic damage equal to the amount you take. This damage cannot be reduced. You also regain Hit Points equal to the spell damage you deal to creatures within 5 feet of you.

You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.

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