Sorcerer
Base Class: Sorcerer

In taverns and temples alike, there are whispers of those whose magic does not shimmer like starlight or roar like dragonfire—but pulses.

When they cast, the air smells faintly of iron.
Some trace their lineage to ancient hemomancers who believed the soul resides in blood. Others survived a traumatic experience or experiment that should never had occurred. A rare few survived curses that should have killed them—yet instead left their veins humming with arcane force.
To a Blood Sorcerer, vitality is currency.
They speak of wounds as doors and scars as sigils. A cut is not weakness—it is invocation. A racing pulse is not fear—it is rising power. Their magic answers most fiercely when their heart pounds against their ribs, when pain sharpens their will into something crystalline and terrible.
In battle, their spells seem almost alive. Crimson mist coils around their hands. Droplets hang suspended in the air before flashing into lances of force. Enemies clutch at their chests, feeling something inside them tighten at the sorcerer’s gesture.
But such power is not without cost.
Blood Sorcerers walk a razor’s edge between strength and self-destruction. Too much sacrifice, and they falter. Too little, and their magic dulls. They are often intense, private, and unsettlingly calm in the face of injury. Healers find them difficult patients. Clerics sense something both sacred and profane in their presence.
 
Common Folk Say:
“Don’t bleed near them.”
“They don’t fear death—they negotiate with it.”
“Their heart beats louder when someone lies.”
 
Among scholars, they are debated.
Among warlords, they are coveted.
Among vampires, they are studied carefully.
 
For in the end, the Blood Sorcerer embodies a simple, ancient truth:
Life is power.
And power always demands a price.

Level 3: Origin Spells

When you reach a Sorcerer level specified in the Origin Spells table, you thereafter always have the listed spells prepared.

Origin Spells
Sorcerer Level Spells
3 False Life, Inflict Wounds, Hold Person, Vampiric Touch
5 Bestow Curse, Slow
7 Blight, Death Ward
9 Hold Monster, Dominate Person

Level 3: Crimson Conversion

You sacrifice some of your vitality to empower yourself with arcane potential. As a Bonus Action, you may lose 1d4 hit points (this damage ignores resistance) to regain an equal amount of sorcery points.

You may use this feature a number of times equal to your proficiency bonus per long rest.

You cannot reduce yourself below 1 HP using this feature.

Level 3: Sanguine Casting

When you cast any level 1+ spell, you may take 1d4 hit points of damage and If you do so:

Increase the spells level by 1.

You take 1d4 damage

You cannot reduce yourself below 1 HP this way.

Level 6: Blood Reservoir

Gaining Blood Die - When you take damage from a creature within 60 feet of you, you may use a reaction to gain one Blood Die (d6).

-You can hold a number of Blood Die equal to your proficiency bonus.

-Blood Die last until the end of your next Long Rest.

Spending Blood Die - When you cast a spell, you may expand a Blood Die to:

-Add the die to one damage roll.

-Reduce damage you take by the number rolled.

-You or an ally within 30 feet regain HP equal to the number rolled

Level 14: Vein Tyrant

You can seize control of the blood within others. As an action, chose one creature within 30 feet that has blood. It must make a Constitution saving throw against your spell save DC.

On a failure, chose on effect:

Seize. The creature is restrained until the end of your next turn.

Rupture. The creature takes 6d8 force damage

Compel. you force the creature to move up to half its speed and take one attack action.

You may use this feature a number of time equal to your Charisma modifier per Long Rest. Creatures without blood (constructs, most undead, ozzes) are immune.

Level 18: Exsanguine Ascendance

You become a living avatar of hemomancy.

As an action, you can enter this state for 1 minute.

-You may use Blood for Power without expending limited uses.

-When you deal necrotic or force damage with a spell, you regain HP equal to half the damage you dealt

-If you would drop to 0 HP, you may expand 3 sorcerer points to drop to 1 HP instead.

-Creatures of your choice that start their turn within 10 feet of you take necrotic or force damage equal to your Charisma modifier.

Once used, this feature cannot be used again until a Long Rest.

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