Sorcerer
Base Class: Sorcerer

Bloodborne sorcerers draw their magic from the living essence of their own veins. Rather than channelling power from draconic ancestry or distant planes, a bloodborne sorcerer treats their life force as a conduit for arcane energy, shaping spells through endurance, focus, and sheer force of will.

Level 3: Blood Well

You gain a pool of Blood Points (BP) representing your own vital arcana.

  • You have BP equal to your Sorcerer level + your Charisma modifier (minimum of 1).
  • You regain all expended BP when you finish a long rest.
  • You may spend your own hit points to regain Blood Points at a rate of 5 HP = 1 BP (usable once per turn).

Blood Casting

When you cast a spell, you can spend BP to produce one of the following:

  • Empower Blood - Add +1 to the spell's attack roll or save DC per 1 BP (max +3).
  • Vital Surge - When rolling damage for a spell, add 1d6 per 2 BP spent (max 3d6).
  • Life Thread Casting - Cast a spell without verbal or somatic components for 2 BP.

You cannot reduce yourself below 1 HP when paying hit points to gain BP.

Sanguine Affinity

  • You add your Constitution modifier to one Saving Throw of your choice each turn against a spell or effects that deals necrotic or radiant damage.

Crimson Channeling

Blood Binding

When you deal damage to a creature with a spell, you can spend 2 BP to bind it for 1 round:

  • The target's speed is reduced by 10 feet.
  • If it takes damage again before the end of your next turn, it takes extra necrotic damage equal to your Charisma modifier.

Blood Shield

As a reaction when you take damage, you can spend 2 BP to gain temporary HP = your sorcerer level + your Charisma modifier.

You can choose to gain BP by sacrificing HP as part of this reaction (before temp HP is applied).

Hemomantic Mastery

Hemorrhage Curse

When you damage a creature with a spell, you can spend 3 BP to curse it for 1 minutes:

  • The creature takes extra necrotic damage equal to half your Sorcerer level the first time it takes damage each round.
  • You can end this curse as a bonus action to regain 2 BP.

Only one Hemorrhage Curse may be active at a time.

Sanguine Reflexes

You gain resistance to necrotic damage and advantage on Saving Throws against effects that would reduce your maximum HP.

Red Ascendant

Blood Sovereign

When you cast a spell of 1st level or higher:

  • You may spend 1 BP to regain Sorcerer Points equal to half your Charisma modifier (minimum 1).

(You cannot regain more SP than your maximum, and this can trigger once per turn.)

Sanguine Overdrive

When you drop below 1/2 your hit point maximum, your blood magic ignites:

  • Your spells deal +1d8 necrotic damage (once per turn). 
  • The BP cap on damage boosts increases to 5 BP.
  • You gain temporary HP = your Charisma modifier at the start of each of your turns.

This ends when you return to above half HP or fall unconscious.