Sorcerer
Base Class: Sorcerer

Born in the darkest part of the town, having awaken his power, the blood sorcerer is a true terror to be reckon with. Using every dark spell and even necromancy to his advantage, he makes for a great villain or a true anti-hero. But that's not all, the blood sorcerer uses also the blood of his own and from his enemies to gain a lead in the fight, making him the most fearest of the sorcerers .

 

 

 

 

Blood Flow Expert

 

At 1st level, your expertise in blood magic allows you to take advantage of the battlefield. As a reaction, you can target a creature you can see within 30 ft. that bleeds and deal 1d4  internal bleeding damage and you heal for half the damage dealt. The damage increases by 1d4 each time you level up on your sorcerer level. You can use this trait any amount of times equal to your Constitution modifier and can't use it again until you finish a long rest. 

 

On The Run

Due to the nature of your power, you are used to not live in one place for a long time and are used to travel a lot, while remaining a low profile. You gain proficiency in stealth ability checks. If you already have proficiency in stealth, then double it. 

 

 

Blood Clone

At level 6, your knowledge on the human body and your techinques to change the color of the blood/water gives you the power to create an exact replica of your body just for a brief second. You gain the cantrip Shape Water if you don't already have it and it doesn't count against the number of cantrips you can have.When getting hit by an attack that has reach of 5 ft. or a spell that targets only 1 creature, you can use  your reaction and spend 3 sorcery points to create an exact copy of your self to take your place for that second and take the hit instead of you.

Blood Mark

At 14th level, you gain the ability to mark a hostile creature that is bleeding already with your your supernatural mark , giving you advantage on all attacks on that target and doubling your range of all attacks against that target. Also as a bonus action, if you can see the creature, you can spend 2 sorcery points to deal 4d10 internal bleeding damage to that target.

Blood Lord

At 18th level, you become the ultimate blood master, giving you the power to control the blood within you and everyone else's around, gaining these additional features:

You gain Flying Speed of 40 ft.
Can move a creature you can see within 60 ft. that has blood, up to 30 ft. as a bonus action. An unwilling creature must succeed a strength saving throw to successfully not move, but will suffer 8d6 internal bleeding damage resisting your power.
Your eyes are now glowing red, giving you advantage on Intimidation checks.
On a Full Moon, your power reaches its final form, manifesting blood from every living thing that is by 100 ft. from you, giving you advantage on all attack rolls, saving throws and ability checks. Also gaining the ability to suck out the life from another creature you touch that has blood dealing 8d12 internal bleeding damage and you heal for the full amount of damage dealt. After you use this feature you are afflicted with indefinite madness which can not be cured by the hands/spells of mortal beings.

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