Base Class: Sorcerer
Your innate magical abilities stem from the very blood coursing through your veins. Perhaps you were the end result of an ancient ritual from a cult, hailed as their prophet. Or maybe your blood was altered by a mage of high power to enable your powerful spells. Whatever the case, you use your very essence to fuel your magic in ways other casters cannot.
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.
Level 3: 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.
Level 3: 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.
Level 3: Bloodless Spells
When you reach a Sorcerer level specified in the Bloodless Spells table, you thereafter always have the listed spells prepared.
Level 6: 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.
Level 14: 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.
Level 18: 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 diseases.
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