Base Class: Sorcerer
This subclass uses bladed weapons to build stacks of bleeding wounds on your targets, fueling spells and buffs while bleeding damage off your victims. Adding more and more effects as you take levels until even your enemies blood betrays them...
(This subclass is inspired by and modified from Kinks and Cantrips by stellarabooks. I have modified it for 5.5e and changed mechanics for usage in a private game. I do not own this content and strongly encourage anyone to purchase the original sourcebook for more information and the original class. All artwork is owned by the artists.)
Level 3: Start the Flow
You may use any piercing or slashing melee weapon as your spellcasting focus.
In addition, when you hit a creature with a melee attack using a weapon you are proficient with that deals either piercing or slashing damage, you may have the target make a Constitution saving throw vs your spell save DC. On a failure, they begin to bleed and gains 1 Bleeding point, up to a maximum of your proficiency score +1.
Bleeding creatures take 1d4 necrotic damage at the beginning of their turn for each Bleeding point they have. A creature can use an action to make a DC 15 Wisdom (Medicine) check to
stop the bleeding and remove all Bleeding points on them, OR make a CON save at the end of their turn vs your spell save DC to remove one point of bleeding.
At the end of your turn, if you have not cast a spell this turn and have inflicted a Bleeding point on a creature as a result of an attack, you may cast a spell that has a casting time of 1 Action or 1 Bonus Action that does not do any form of direct damage.
Level 3: Additional Metamagic
Add the following option to the list of Metamagic options you can learn.
• Induce Sepsis. As a reaction when a creature succeeds on a Constitution saving throw for either your Start the Flow, Wetwork, Essence Drain, or Hemohex features, you may spend 1 sorcery point and have that creature reroll the saving throw. They must use the new result for that roll.
Induce Sepsis
As a reaction when a creature succeeds on a Constitution saving throw for either your Start the Flow, Wetwork, Essence Drain, or Hemohex features, you may spend 1 sorcery point and have that creature reroll the saving throw. They must use the new result for that roll.
Level 6: Wetwork
When you cast a spell that deals damage to a bleeding creature, you may change the damage type to necrotic. If you do, as a reaction to this, you may have each bleeding creature affected make a Constitution saving throw vs your spell save DC. On a failure that creature takes a bonus 1d4 necrotic damage per Bleeding point they have.
Essence Drain
As a reaction at the end of a turn in which a creature within 60 feet of you that is bleeding has taken damage, you may have that creature make a Constitution saving throw vs your spell save DC. On a failure you gain 1d6 temporary hit points for each Bleeding point on that creature.
Hemohex
When a bleeding creature fails a saving throw against a 5th-level or lower spell you cast, you may spend 1 sorcery point every 2 levels of spell slot expended to infuse their vital essence with the spell’s effects. The target must make a Constitution saving throw vs your spell save DC. On a failure, at the start of their next turn, they suffer the effects of the spell again (and must repeat any needed saving throws).
Manipulate Lifeblood
When a bleeding creature attacks you, they must make a Charisma saving throw vs your spell save DC. On a failure they may not target you with that attack, but are free to target another creature with an attack instead.
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11/3/2025 2:39:59 AM
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Posted Apr 21, 2026Can you a 5e version?