Base Class: Sorcerer
Blood Sorcerers empower their skills with their own blood or the blood of others.
Blood Bond
As an action, you create a magical bond between yourself and another creature. If the creature is unwilling they must make a constitution saving throw vs. your spell save DC. If the creature is willing or they fail their saving throw, you can use this bond to find them. You know their direction and approximate distance. This bond lasts for a number of days equal to your Sorcerer level, until you create another bond, or until you or the creature are incapacitated.
At level six, this bond persists until you create another bond, or until you or the creature are dead.
Blood Magic
Starting at 1st level you may use a bonus action to empower your next spell with your own blood. You gain a number of d6's equal to half of your sorcerer level (minimum 1.) When you cast a spell you may roll any number of these dice. You take the amount of damage shown on the dice and your spell deals additional damage based on its type.
If the spell targets one enemy if deals additional damage equal to twice the amount you have taken.
If the spell could target multiple enemies it deals additional damage equal to the amount you have taken.
The damage you take cannot be resisted, prevented, or mitigated in any way.
The damage you take also lowers your hit point maximum by the same amount.
If the spell normally does damage, the additional damage is of the same type as the spell.
If the spell does not normally cause damage, the additional damage is necrotic damage.
All uses of this feature, as well as reduced hit points are recovered whenever you take a long rest.
Pure Blood
Your blood will not allow itself to be corrupted. You become immune to poison and disease.
Aura of Bloodletting
You gain an aura that prevents wounds from closing. All creatures within 20 feet of you who are not at their hit point maximum take {{classlevel}} necrotic damage on each of your turns. You may suppress this ability at any time.
Rain of Blood
As long as an enemy has taken damage within the radius of your Aura of Bloodletting since your last turn, you may use their blood instead of, or in addition to, your own to empower your spells. You gain 2d6 that you may roll in the same manner as the dice granted by your Blood Magic ability. These dice do not cause any damage to you. They may used with your own dice, or by themselves. Any of these dice not used by the end of your turn are lost.
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