Sorcerer
Base Class: Sorcerer

Your innate magic comes from a sinister curse, passed to you by the bloodline of an entity of evil. Perhaps some ancestor of yours was a malevolent entity, some form of unspeakable fiend or aberration. You may have gained it through vile experiments, infusing devilish or monstrous blood with your own. Or your magic is the result of a demonic or undead curse, granting you unforeseen powers. Whatever the source, your blood caries with it baleful magics.

Blood Surge

The blood that flows through you is filled with hatred and vengeance. At 1st level when you take this subclass, you gain the following ability. When you take slashing or piercing damage from a creature within 30 feet of you, you may use your reaction to expend a Sorcerer hit die and roll a d6. Consult the Blood Magic Table for the ensuing effect. Additionally, when you cast a spell of 1st level or higher on your turn, you may use a bonus action to expend a Sorcerer hit die and deal piercing damage to yourself. This damage is equal to 1d6+ 1/2 your Sorcerer level and cannot be reduced in any way. Use the result of the d6 to determine the effect from the Blood Magic Table. Any effects from the table end early if you use this feature again. You cannot use this feature if you do not have Sorcerer Hit Dice.


 

 

Blood Magic Table

D6 --- Effect


 

1. --- Your pools of blood coagulate into a number of dense orbs equal to your proficiency modifier. On following turns a creature may pick up the orbs. As an action they can throw any number of orbs up to 30 feet, making a ranged spell attack for each. The orbs use your spelling ability for the attack. On a hit, an orb deals force damage equal to 1d6 + your Charisma modifier. The orbs disappear after thrown or after 1 minute.


 

2. --- Your shed blood forms into a solid and razor sharp blade. If you have a free hand you can immediately wield the dagger. If you do not have a free hand it falls to the ground. The blade is a one-handed simple weapon and has the finesse propery. It deals 2d4 slashing damage. A creature wielding the blade can use their bonus action to make a melee attack with the blade. While you wield the blade, you can use an action to spend a spell slot with a level lower than your proficiency bonus. You make a number of attacks equal to the spell slot level. The blade melts after 1 minute


 

3. --- The droplets of blood immediately cling to the surface of your skin, forming a thin, shimmering layer. You gain temporary hitpoints equal to half the damage you took plus half your sorcerer level. While you have these temporary hitpoints, you gain a bonus to your AC equal to 1/2 your proficiency bonus rounded down. This effect ends when you no longer have these temporary hitpoints or after 1 minute.


 

4. --- The spray of blood turns into a finet mist that surrounds you. The cloud of mist fills a 10 foot radius. The area is heavily obscured. You then teleport up to 30 feet and are invisible for a number of turns equal to 1/2 your proficiency bonus rounded down. The invisibility ends early of you attack or cast a spell.


 

5. --- Your blood streams directly into the bodies of creatures within 30 feet of you. Choose a number of hostile creatures equal to your proficiency bonus. Those creatures are under the effect of the Bane spell for 1 minute


 

6. --- Your blood instantaneously forms into a sequence of sigils on the ground 10 feet away from you. Choose a Monstrosity, Fiend, or Aberration whose CR is less than or equal to 1/2 your proficiency bonus. It is summoned for 1 minute, is controlled by you, and acts on your turn. You must maintain control as if you were concentrating on a spell. You have disadvantage on checks made to concentrate on this effect. If you lose concentration, the creature rolls a new initiative. It becomes hostile and will attempt to harm you for the remainder of the minute.

 

Hemokinesis

The curse upon your bloodline has given has granted you adept control over blood itself. At 1st level you learn the Shape Water cantrip and can use it to manipulate blood that is outside of a body. Additionally, you can use your abilities to forcefully extract blood from a creature. You learn the Inflict Wounds spell.

At 3rd level you attain a finer degree of control and can purge impurities from the blood of creatures without harming them. You can cast the Lesser Restoration spell by expending 1 sorcery point.

At 5th level you gain even greater control. You are able to siphon a creature's blood into your own veins, or grant your life essence to an ally. You learn the Vampiric Touch spell. Additionally you can cast Life Transference by expending 3 sorcery points.

If any of these spells target a creature, that creature must have blood, ichor, or a similar life essence for the spell to work.

Siphon Essence

Your ability to control a creature's blood allows you to bolster yourself with their energy after dealing damage to them. It also allows you gain knowledge of their vulnerabilities and resistances and gain that part of their essence yourself.

Starting at 6th level, when you deal necrotic damage to a creature with a spell of 1st level or higher you may spend 1 sorcery point and gain temporary hit points equal to the spell's level + your Charisma modifier (minimum of 1). Additionally, select one creature who was damaged by the spell. You may learn one damage vulnerability, one damage resistance, and one saving throw proficiency that the creature has if any. Furthermore, you may choose to gain either the resistance or saving throw proficiency for 1 hour or until you use this feature again.

For this feature to work the creature must have blood, ichor, or a similar life essence.

Malignant Transfusion

Your control over blood and your own life force have allowed you to find ways to impart your cursed blood upon a creature to get through its defenses against your abilities. When you reach level 14, as a bonus action you can expend 1 sorcerer hit die and 1 sorcery point and choose 1 creature within 60 feet of you. For the next minute that creature cannot have resistance against necrotic damage. Additionally, your class features that require a creature to have blood ignore that requirement against this creature for the next minute.

Supreme Siphon

When you reach 18th level, your ability to absorb and manipulate life energy becomes unmatched. You have gained the ability to use your life force to fuel your magic. Your pool of hit dice can now be used in place of sorcery points when you have the option to spend sorcerery points.

Additionally, you have refined your ability to drain life from other creatures. Once per day, when you deal necrotic damage to another creature with a spell of 1st level or higher, you can choose to deal 6d6 additional necrotic damage to one creature who was damaged by the spell. You gain hitpoints equal to the damage dealt from this ability. You also regain 6 sorcerer hit dice. You regain use of this feature when you finish a long rest.

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