Base Class: Sorcerer
The Hemocraft Bloodline is the legacy of a forbidden ritual, where a practitioner of blood magic cursed the unborn child within a mother’s womb. Though the curse was meant to bind and weaken, it instead awakened a terrible gift: the ability to manipulate one’s own blood as a source of arcane power. Those who inherit this bloodline often walk a precarious path. Some embrace their curse as a blessing, becoming feared manipulators of flesh and spirit. Others struggle against the weight of their heritage, seeking redemption or release from the crimson chains that bind them. Regardless of intent, the Hemocraft Bloodline marks its bearer as one who cannot escape the power flowing through their veins.
Level 3: Hemogenic Constitution
The magic coursing in your blood strengthens your overall resilience. Your Hit Point maximum increases by 3, and it increases by 1 each additional Sorcerer level you take.
Your manipulation of your blood allows you to increase your blood flow, raising your movement speed by 5 feet.
Level 3: Blood Magicka
When you cast certain spells, you may cast them using your Blood Magicka. Spells that deal poison, acid, or necrotic damage can be casted using Blood Magicka regardless.
Upon casting a Blood Magicka spell, specific subclass abilities can be applied to it.
At the cost of 1 Sorcery Point, you may transform a spell you are casting into a Blood Magicka spell, changing its damage to Acid or Poison (or Necrotic, at Sorcerer Level 10) and allowing Blood Magicka features to be applied.
When you reach a Sorcerer level specified in the Blood Magicka table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 | Cure Wounds, Inflict Wounds, Flame Blade, Flaming Sphere |
| 5 | Animate Dead, Tidal Wave |
| 7 | Control Water, Stoneskin |
| 9 | Cone of Cold, Mass Cure Wounds |
Level 6: Toxic Hemology
You choose a damage type to be infused with your blood. You gain resistance to that type.
- Necrotic (7th Level prerequisite)
- Acid
- Poison
On striking a creature with a Blood Magicka spell, the creature must make a Constitution saving throw, DC equal to 10+(your Int/Wis/Cha modifier).
- Upon the targeted creature failing the saving throw, you may poison it, dealing 1d4 of the damage type you selected at the beginning of its turn. It may re-do the saving throw at the beginning of its turn before the poison.
Acid Damage
You have chosen Acid damage.
Necrotic Damage
You have chosen Necrotic damage.
prerequisite (8th level, total)
Poison Damage
You have chosen Poison damage.
Level 14: Blood Circulation
Body
As a Bonus Action, you can drastically increase the blood flow throughout your body. Doing so increases your movement speed by 10 feet, and a +1 to initiative. Your reaction speed is also increased, and you cannot be sneak attacked. You gain a +1 to Dexterity checks and saving throws while active. The effect can last 10 minutes, but can be dispersed early.
Brain
Another option is to circulate the blood in your brain quicker. While doing so, you gain advantage on all Intelligence (Int) and Charisma (Cha) checks and saving throws, but cannot move more than 5 feet in 6 seconds. The amount increases to 10 feet at Level 16 (total) and 15 feet at Level 18 (total). If you are attacked during this time and it lands, your blood flow will be distorted, resulting in a temporary brain-damage-like state. You will be unable to move for 12 seconds, and you have disadvantage on all saving throws. You cannot take your actions during this time. The time decreases at player level 17, down to 6 seconds. This effect can only be sustained for 1 minute, as going over will trigger the brain-damage state for 18 seconds instead. Being hit while it is active consumes its use.
You cannot use both options, as they are independant and each cost a use.
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Once you use this feature, you can’t use it again until you finish a Long Rest unless you spend 3 Sorcery Points (no action required) to restore your use of it.
Hemocraft Structures
As an Action, you may use your own blood in order to form a complex structure. It cannot exceed a 10 ft by 10 ft by 10 ft area without harming you. Every 5 ft you exceed the limit by, you take 1d8 flat damage.
As a Bonus Action, you may instead form a structure smaller than 5 ft by 5 ft by 5 ft instead. You cannot make multiple weapons in one bonus action, like a bow and then arrows, however, you may make a bow and fire normal arrows or have a bow and fire blood arrows. For ammunition, you can make up to 3 arrows, 3 bolts, or 1 cannonball with one use.
Regardless of what structure is used, it requires concentration in order to keep it supplied. The larger and further away the structure, the more difficult it is to keep it together. Smaller and closer structures have a smaller DC to keep together.
If you have a way to instantly replenish or have a supply of blood equal to the structure built, you may not take the damage. If blood is non-essential to your living, you may take no damage.
The blood of the structure is hardened and reinforced, or liquid depending on what you imagine. You may cast spells using it as a focus or a wand of sorts, and make attacks with it. The limit of the structure is how much blood you have, or the blood loss you can take.
Upon making a weapon, use the stat block for the implied weapon. You may not make a magic weapon, or a +X of a weapon, as you must use the base implied weapon's stat block.
Assuming a wall of blood is made, basic 10 ft by ft structures of it have 5d8 health, but increases by 1d8 every additional 5 ft used in the structure.
This feature has 3 charges, and cannot be used after until you finish a long rest, or by using a Sorcery Point to renew a charge.
Hemocraft Structures
You have activated one or multiple Hemocraft Structures.
Level 17: Blood Renewal
Your body's blood uses its full magic, renewing itself much more quickly, and much more bountifully.
Upon being reduced to 0 hit points, you cannot be forced to fail saving throws by nonmagical physical attacks.
You gain immunity to poison damage.
The damage done for expanding the Hemocraft Structure you are making is reduces to 1d4 per 5 ft.
Once per Long Rest, as a Reaction, you may make a surge of blood in your heart, restoring 2d8 health. You can renew the action using 3 sorcery points.
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