Base Class: Sorcerer
Your magical gifts come from a powerful curse in your blood. You do not know the exact origin of this curse but you know that it is too powerful to not be used. You can use this power, and the blood itself, to dominate your enemies with weapons made of blood and debilitating blood curses. While most sorcerers shy away from the frontlines of battle, you delight in spilling the blood of your enemies, and even your own.
Level 3: Bloody Resilience
The power of your blood strengthens your resilience and you have trained to fight on the frontlines. You gain Medium Armor proficiency and your Hit Point maximum increases by 6 when you gain this feature. Whenever you gain a Sorcerer level thereafter, your Hit Point maximum increases by an additional 2 Hit Points.
Level 3: Blood Weapon
You can extract your cursed blood to create a magic weapon. As a Bonus Action you can expend 1 Sorcery Point to create a melee weapon with your blood that can take the physical appearance of any melee weapon and lasts for 1 hour. When you create the weapon you take 1d6 Necrotic damage. You can only have 1 Blood Weapon created at a time.
Your Blood Weapon deals 2d6 Necrotic or Acid damage (your choice) and allows you to use any Weapon Mastery property whenever you make an attack with it. You can only use one weapon mastery property per attack. You can also determine what properties the weapon has when you create it. The weapon can have any property except the Range, Ammunition, or Loading properties. You have proficiency with your Blood Weapon and when you attack with it you can use your Charisma for the attack and damage rolls instead of Strength or Dexterity. Only you can wield your Blood Weapon, and it will disappear if it is ever more than 30 feet away from you.
When you reach Sorcerer level 6, you can expend an additional Sorcery Point when you create your Blood Weapon to increase its damage to 4d6, but you will take 2d6 Necrotic damage instead of 1d6. When you do so, the weapon lasts 8 hours instead of 1 hour.
Level 6: Magical Stitching
You are no stranger to self-inflicted harm or the wounds sustained on the frontlines of battle. You have learned to use your magical talent to stitch up your wounds when needed. You learn the Cure Wounds spell and always have it prepared. Charisma is your spellcasting ability for this spell.
If you are Bloodied, you can cast the spell on yourself as a Bonus Action.
Level 6: Blood Curse
Empower and mold the curse in you blood and inflict it onto others through force. When you hit a creature with your Blood Weapon and deal damage, you can expend 1 Sorcery Point to afflict them with one of the following Blood Curses (no action required). If you do so you take 1d6 Necrotic damage.
Curse of Bleeding. The target takes 2d6 Necrotic damage at the start of their turn for 1 minute, or until they succeed a Wisdom saving throw against your spell save DC to stop the bleeding at the end of their turn.
Curse of Weakness. The target has Disadvantage on saving throws until the start of your next turn.
Curse of Deliriousness. The target cannot take Reactions until the start of your next turn.
In addition, as a Bonus Action you can Hemorrhage one creature afflicted with a Blood Curse, causing Necrotic damage equal to the damage dealt by your Blood Weapon.
Level 14: Blood Knight
You have mastered a unique fighting style using your spells alongside your Blood Weapon. Your Blood Weapon gains a +2 bonus to its attack and damage rolls, and when you take the Attack action you can make two attacks with your Blood Weapon instead of one.
In addition, while you have any number of Blood Curses active you gain a +2 bonus to your spell save DC with Sorcerer spells.
Level 18: Sanguine Domination
The power of your cursed blood has reached its pinnacle and you have learned how to infuse this power into all of your spells. You can now inflict a Blood Curse onto any creature you damage with a Sorcerer spell while you are wielding your Blood Weapon. If a spell deals damage to multiple creatures you must spend 1 Sorcery Point for each creature that you inflict with a Blood Curse, but the amount of Necrotic damage you take from doing so is limited to 6d6.
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Posted Oct 9, 2025This is my take on the "Blood Mage" idea for Sorcerer.
Here's Version 2, which has several improvements and adjustments to make it better align with my original vision for the Subclass. I hope you like it. :)