Sorcerer
Base Class: Sorcerer

You were an experiment in a blood ritual. You are the descendant of a blood demon from the Abyss. You drank one too many potions, and suffused your veins with magical energy. Whatever its origin within you, the power of a bloodborne is a dangerous one, that trifles with the very essence of life itself.

Blood Magic

You learn additional spells when you reach certain levels in this class, as shown on the Blood Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a necromancy or transmutation spell from the warlock or wizard spell list.

Blood Spells
Sorcerer Level Spells
3rd Blood Shot, Crimson Lash, Shroud Blood, Aid, Gentle Repose
5th Blood Bond, Sanguine Poppet
7th Death Ward, Dark Sacrament
9th Raise Dead, Field of Reaping

Blood Barrier

As blood magic flows through your veins, you unlock abilities that steal others' lifeforce. Whenever you expend a sorcery point on your turn, you can create a magical barrier of blood magic on yourself that lasts until you finish a Long Rest. Once you create the barrier, you can't create it again until you finish a Long Rest. The barrier has a Hit Point maximum equal to twice your Sorcerer level plus your Charisma modifier. While the barrier is above 0 Hit Points, you cannot be healed by spells or magical abilities of 5th level and lower. Whenever you take damage, the barrier takes the damage instead, and if you have any Resistances or Vulnerabilities, apply them before reducing the barrier's Hit Points. If the damage reduces the barrier to 0 Hit Points, you take any remaining damage. While the barrier has 0 Hit Points, it can't absorb damage, but its magic remains.

Once per turn whenever you expend a spell slot or sorcery points to deal Blood damage, the barrier regains a number of Hit Points equal to 1d10 plus your Charisma modifier. Alternatively, as a Bonus Action, you can expend up to a number of Hit Points equal to half the barrier's maximum (rounded down), and the barrier regains that many Hit Points. Expending Hit Points in this way cannot bring you below 1 Hit Point.

Transfusion

When you deal Necrotic damage with a spell or class feature, you can convert that damage to Blood damage.

You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a Short or Long Rest. If you have no uses of Transfusion left, you can use it again if you expend 1 Sorcery Point.

Pain Casting

Starting at 6th level, you've tapped into the magical energy within your blood even deeper, allowing you to convert your life force into pools of magic. When you use your flexible casting feature to transform sorcery points into spell slots, or vice versa, you can instead choose to expend your own life force to fuel the magical regeneration.

  • When you transform sorcery points into spell slots, you can choose to lose a number of hit points equal to the sorcery point cost, instead of expending the sorcery points.
  • When you transform spell slots into sorcery points, you can choose to lose a number of hit points equal to twice the spell slot level, instead of expending the spell slot.

Hit points lost from this feature cannot be reduced or prevented in any way.

Reconstitution

At 14th level, you harness the vital forces of life, bolstering your own lost life. 

As a Magic action, you can regain all of your expended Hit Dice. Once you use this feature, you can't do so again until you finish a Long Rest.

Arterial Form

Beginning at 18th level, your veins are so suffused with enchanted blood that your body develops its own magical mutation. As a Bonus Action, you can transform yourself into an amorphous blood-blob-like form, and move up to half of your Speed without provoking Opportunity Attacks. The form lasts until the start of your next turn. Any equipment you are wearing or carrying merges into your new form, and you gain the following benefits while in this form.

  • You can squeeze through a space as narrow as 1 inch wide.
  • You are immune to the Bleeding, Grappled, and Restrained conditions.
  • You gain resistance to bludgeoning, piercing, and slashing damage and have Immunity of Blood damage.

You can take this Bonus Action a number of times equal to your Constitution modifier, regaining all expended uses when you finish a Long Rest.

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