Base Class: Sorcerer
Your magic is not learned through study, nor granted by divine favor—its source is far more intimate and far more perilous. Your power rises from the lifeblood that pulses through your body, a force as ancient and mysterious as the first beating heart. Something occurred in your past that forever changed the nature of your blood, reshaping you into a conduit for arcane might few can comprehend.
Some blood benders are the final result of occult experimentation or ritualistic devotion. A forgotten cult, seeking to shape a perfect vessel for their prophecies, may have infused your blood with eldritch potency or merged it with that of an otherworldly being. You might have awakened as their herald, or fled from the destiny they forced upon you.
Others gain their powers through deliberate alteration. A powerful mage, fascinated by the boundary between flesh and magic, could have transformed your essence for their own purposes. Whether you were a willing participant, an experiment who escaped, or the inheritor of a bloodline altered generations ago, the magic now lives in you permanently.
Regardless of your origins, your understanding of magic differs profoundly from that of other spellcasters. You do not channel power from distant sources—you draw directly from your own vitality. The arcane patterns woven into your body respond to your will alone, allowing you to bend the flow of blood within yourself and others. With training, you can manipulate life force, seize control of bodily functions, and unleash spells fueled by the raw pulse of existence.
This bond between your magic and your body grants you abilities others would consider impossible, but it comes at a cost. Every spell you cast resonates through your veins. Every surge of power reminds you that your greatest weapon is also the very thing keeping you alive. Mastery of this art requires discipline, resolve, and a willingness to walk the fine edge between exertion and self‑destruction.
To be a blood bender is to command life and death in their most immediate form—one heartbeat at a time.
Level 3: Fueled by Blood
At 3rd level, You draw from your own life force to empower your spells. As a bonus action, roll an amount of D6 less than or equal to your Sorcerer level. You deal necrotic damage to yourself equal to the result. This damage cannot be resisted or ignored. You regain a number of Sorcery Points equal to half the number of dice rolled, rounded down. At 6th level, the damage die becomes D8, at 12th level, it is D10 and at 18th level, it is D12. You may use this ability a number of times per day equal to your proficiency bonus.
Siphon Blood
At 3rd level, you learn how to save the blood of your victims to sustain yourself. Whenever you reduce a target to 0 hit points, you regain a number of hit points equal to half the damage you dealt, rounded down.
Hearty Veins
At 3rd level, your body and mind have become attuned to your brutal methods of empowerment. You gain proficiency on Wisdom (Medicine) checks and gain Resistance to Necrotic Damage.
Blood Magic
2nd: Gentle Repose, Hold Person
Viscera Burst
At 6th level, you can channel blood out of your spells to make lethal attacks extra explosive. When you reduce a target to 0 hit points, you cause your target to burst, forcing all creatures within 15 feet of the original target to make a Dexterity Saving throw. Creatures take necrotic damage equal to half of the damage you dealt to the original target, or a quarter as much on a successful save. You may only use Viscera Burst once per turn.
Bloodshape
At 14th Level, you gain masterful command of blood; your own and your enemies. You may cast the Dominate Person spell once per day without expending a spell slot. Alternatively, you may also regain one use of this ability by expending 5 Sorcery Points. Additionally, whenever you fail a Constitution saving throw, you may use your Reaction to roll a number of Fueled by Blood dice equal to the level of the spell you are concentrating on. You take an amount of Necrotic Damage equal to the result and reroll the Saving Throw, using the necrotic damage from this ability as the new number to calculate the DC. This damage cannot be resisted or ignored.
Carmine Soul
At 18th Level, your dominion over your body’s lifestream is evident. You may cast Dominate Monster once per day without expending a spell slot. Alternatively, you may also regain one use of this ability by expending 8 Sorcery Points. Additionally, you gain Immunity to Poison damage and the Poisoned Condition, and you are immune to all disease
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