Sorcerer
Base Class: Sorcerer

You have learned to use the ancient maginc within your blood, channeling it. Through wounding yourself you are able to empower your magic.

Blood Magic

Starting at 1st level, your channeling your Blood gives you access to new spells. You learn additional spells when you reach certain levels in this class, as shown on the Blood Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Blood Spells
Sorcerer Level Spells
1st Inflict Wounds, Hex
3rd Wither and Bloom, Ray of Enfeeblement
5th Bestow Curse, Vampiric Touch
7th Blight, Death Ward
9th Negative Energy Flood, Contagion

Blood Sacrifice

Empowering your magic requires you to sacrifice some of you life force. Whenever your features need you to roll one of your Blood Sacrifice Die (BSD) you roll 1d4 and take necrotic damage equal to the amount rolled. This damage can´t be reduced in any way, and only after you took the damage the described feature starts working. This feature does not work with temporary Hp and istead still takes away your actual healt. When a roll would decrease your health to 0 or lower, you instead fall to 1hp, but you dont gain the benefit of the abillity used. 
The die increases to a d6 at level 5, a d8 at level 9, a d10 at level 12 and a d12 at level 16.

Power from Blood

Starting at level 1, you can open a wound in your body to gain easyer access to your Blood, strenghtening both you and your magic. As a bonus action, you take damage equal to one roll of your BSD to gain one of the follwong benefits of your choosing:
-Once per turn, when you deal damage with a cantrip, you can increase the damage to one target of the spell by one roll of your BSD. 
-Once per turn, when dealing damage with using a spell of 1st level or higher, you gain Temporary hp equal to your proficieny bonus + the spells level.
-Once per turn, when you get hit with a melee weapon attack, you can use your reaction to deal Damage equal to your BSD to the attacker.
-You gain resistance to one of the following damage types: Slashing, Bludgeoning, Piercing, Necrotic or Poison. You can pick this feature a second time and choose a different kind of damage to be resistant to. When reaching level 14, you can choose to make one of your resistances gained through this feature into an Immunity.
-You gain proficiency in Constitution saving throws and become immune to desease.
-When calculating your AC, you can use your Constitution Modifier, instead of your Dexterity Modifier (except when your Constitution modifier is already involved in calculating you AC)
Each benefit lasts for 1 minute and you cant have more than half your proficiency bonus (rounded up) active at the same time. If you activate a new one while 

Offering of Flesh

Starting from level 6 you can transform a bit of your flesh into magic energy, restoring some of your used power. As a bonus action you take damage equal to one roll of your BSD and regain spent Sorcery points equal to Half the roll+ half your proficiency modifier. After you do that, you cant do so again until you finish a long rest. 

Bloodefficient Spellcasting

Starting at level 6, you can use your hp to cast your spells. When you cast a spell of 1st or 2nd level, you can regain the spellslot used to cast said spell by rolling an amount of d6 equal to 1+ the spells level and take necrotic damage equal to the amount of damage rolled. The damage otherwise has the same properties as your BSD and counts as taking damage from BSD, for the purpouse of interacting with other of your subclass features. This feature additionally can be applied to 3rd level spells when you reach level 9, 4th level spells at level 12 and 5th level spells at level 16.
You can use this feature an amount of times equal to your proficiency bonus and regain all expended charges during a long rest.

Dash of the Wounded

Starting at level 14, the more you are hurt, the easyer it feels for you to move. For every 50hp you are under your max hp, you gain an additional movement speed of 5 to the maximum of 5 times your proficiency modifier. Regaining Hp in any way may revoke this movement speed, if the threshold isn´t met anymore. Temporary Hp does not influence the calcultating of this movement speed at all.
In addition, whenever you take damage from a roll of your BSD during your turn, you gain the benefit of a disengage Action until the end of that turn.

Hemoflood

Starting at level 18, you have learned how to transfer lifeforce through your blood. As an action, you can take damage equal to three rolls of you BSD to cause a wave of blood to unleash around 10ft of you. Every hostile creature caught within the radius has to succed on a constitution saving throw against your spell Dc and take necrotic damage equal to the amount you took or half as much on a succesfull save. Additionally, every ally in the radius, including you, gets temp Hp equal to the amount of enemies hit* your proficiency bonus.
Once you use this feature, you cant do so again untill you finish a long rest.

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