Base Class: Sorcerer
Known for their unnatural hunger for battle and conflict, those who wield the power of haematurgy are relentless and dangerous. Harnessing their potent blood as fuel, they can convert their very essence into magical or physical power, while using an archaic blood ritual to bind and enhance mundane weaponry into deadly implements.
Sanguine Spells
You learn additional spells when you reach certain levels in this class, as shown on the Sanguine 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.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a necromancy or a transmutation spell from the sorcerer, warlock, or wizard spell list.
Sanguine Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | False Life, Inflict Wounds |
| 3rd | Blindness/Deafness, Hold Person |
| 5th | Haste, Vampiric Touch |
| 7th | Death Ward, Freedom of Movement |
| 9th | Greater Restoration, Hold Monster |
Iron Veins
Beginning when you tap into your natural power at 1st level, your veins are rich with iron and magic, enhancing your physical resilience. While you are not wearing armor, your Armor Class equals 13 + your Charisma modifier. You can use a shield and still gain this benefit. You have advantage on Strength, Dexterity and Constitution saving throws to avoid being knocked Prone or moved against your will.
In addition, you gain proficiency with 2 martial melee weapons of your choice.
Blood and Steel
Also for 1st level, you can forge a blood pact with a weapon you resonate with, tethering it to you with an intricate ritual. Over the course of a long rest, you can bind a melee weapon you are proficient with to you. You can have an amount of bound weapons at a time equal to your proficiency bonus, and they only retain their benefits when wielded by you. While bound in this way, it has the following benefits:
- Your bound weapon can use your Charisma for its attack and damage rolls.
- When you cast a spell as an action, you can make an attack with your bound weapon as a bonus action.
- You cannot be magically or physically disarmed from your bound weapon while you are wielding it.
Blood Price
At 6th level, you can convert your life force and magical power into one another. As a bonus action, you can convert an amount of hit dice equal to your proficiency bonus into sorcery points or vice versa, with the exchange rate being 1 to 1. You cannot hold more hit dice or sorcery points than your level would allow. When you cast a damaging spell or make an attack with your bound weapon, you can expend an amount of hit dice up to your proficiency bonus and add them to the damage roll. Hit dice from other classes are treated as d6s, regardless of their values.
In addition, your bound weapon gains additional benefits:
- Your bound weapon is considered magical for the purposes of bypassing resistance and immunity.
- When you expend hit dice to enhance the damage of your bound weapon, you can alter the damage type to acid, fire or poison.
Hemokinesis
At 14th level, you can manipulate your blood with fine precision, allowing you to use it for defence and offence. As a reaction, you can expend one of your hit dice to produce one of the following effects:
- Your melee reach with your bound weapon increases by 5 feet until the end of your next turn.
- You or a creature within 30 feet of you gains a bonus to their AC equal to the hit die until the start of their next turn.
- You or a creature within 30 feet of you gains a bonus to their next saving throw within 1 minute equal to the hit die.
- A creature within 60 feet of you that you can see must make a Dexterity saving throw against your spell save DC or take 1d8 + your Charisma modifier magical piercing, acid, fire or poison damage (your choice).
- A creature within 10 feet of you must make a Strength saving throw against your spell save DC or be knocked back 10 feet.
Lifeblood
At 18th level, your physical form is under constant repair from your magical blood, healing your wounds. At the start of each of your turns when you have at least 1 hit point, you gain 1d4 + your Charisma modifier hit points. Taking fire or acid damage will negate this effect until the start of your next turn. Outside of combat, you gain 5 hit points at the start of each hour. You are now resistant to nonmagical bludgeoning, piercing and slashing damage.
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