Sorcerer
Base Class: Sorcerer

A maligned and rare breed of sorcerer, the blood soul gain extreme levels of power from draining the life force of themselves and others. Perhaps your parents or ancestors were vampires, or maybe you were bitten and gained magical powers from the interaction.

Bloody Fighter

The feeling of your blood flowing and your heart pumping harder causes your strange powers to create weapons and strengthen your attacks. You may replace the Strength or Dexterity modifier bonus to your weapon attack and weapon damage rolls with your Constitution modifier whenever you wield one of these weapons. Also, when you wield one of these weapons, you can use it as a spellcasting focus. Finally, to create one of these weapons, you must use your bonus action and roll a d6. The following results occur based on the roll:

Roll of 1-2: You take 2 damage. You create two sickles with bone handles. These have the same statistics and properties of a regular dagger. 

Roll of 3-4: You take 6 damage. You create a rapier with a bone hilt and a blood crystal blade. It has same the statistics and properties of a regular rapier.

Roll of 5-6: You take 10 damage. You create a maul, with a blood crystal handle and two large skulls for hammer heads. It has the same statistics as a regular maul, but is without the heavy trait.

You cannot reduce, transfer, or prevent the damage in anyway. While you are wielding all summoned weapons, you may ignore the somatic components of your sorcerer spells. Each time you use this bonus action, the previously summoned weapon(s) liquify and seep into the ground, and you regain half the HP expended to create them. All blood weapons liquify at the end of a long rest.

Sanguine Resistance

As magic flows through your body, it causes your blood to thicken, causing your body to become more resilient. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, when you aren’t wearing armor, your AC equals 12 + your Constitution modifier.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast a cantrip in place of one or both of those attacks.

Murder on the Mind

Starting at 14th level, when concentrating on a spell, you have advantage on constitution saving throws to maintain concentration, and you gain a +1 to your AC. In addition, each time you kill a hostile creature on your turn or with an attack, you recover 2 hit points.

Vampiric Power

Beginning at 18th level, you can channel the vampiric powers in your blood, giving you the ability to drain vitality from your foes. As an action, you can spend 6 sorcery points to drain life and energy from enemies. For one minute, your melee attacks heal you for half the damage you deal, and any creature that is hit by or fails a save to a spell you cast has it's speed reduced by half until the end of it's next turn.

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