Sorcerer
Base Class: Sorcerer

Unleash the Power in your Blood

Awakening the power of Sorcery you were unsure were the roots of your arcane energy came from. Now you've realized that myths and stories about magic once existing in this world using blood as a means of power and control are true. A magic considered to be taboo in nearly all societies, associated with evil practitioners and cult fanatics using necromancy or sacrifices. The magic awakening in your blood has only grown stronger as you can feel every drop of it coursing through your veins, filled with arcane energy. Power now has become as easy as breathing as it radiates in you body from every heartbeat. There are some historical texts describing what could be interpreted as blood magic, but all traces of it have long since been exterminated and are now covered in dust. A magic now so rare and unique that not even scholars deep in the rabbit hole of the forbidden and taboo will know the extent of what your new powers are capable of.

How will you use these newfound powers? Will societies accept your Hemokinetic Sorcery or will you be forced to hide them from the eyes and ears of those superstitious and ready to burn you at the stake for resurrecting something they consider vile?

Level 3: Hemokinetic Spells

As the arcane energy in your blood grows, you become more aware of the capabilities of Hemokinetic Sorcery. When you reach a Sorcerer level specified in the Hemokinetic Spells table, you thereafter always have the listed spells prepared.

Hemokinetic Spells
Sorcerer Level Spells
3 Blood Siphon, Bloodshield, Life Leech, Sacrifice, Arterial Spray, Touch of Vitae
5 Freeze the Lifeblood, Hemostasis
7 Bloodbind, Exsanguinate
9 Blood Burst, Polluted Blood

Level 3: Blood Armor

Fresh blood gathers around you to form an armor, both protecting you and acting as a storage of fresh blood for any Hemokinetic Spells you with to cast using it.

Anytime you gain temporary hit points from Hemokinetic Sorcery it gathers around you allowing you to use a Bonus Action to form a suit of armor. The armor will last as long as you have temporary hit points or until you choose to remove it (no action required), and it acts as a storage of fresh blood.

Blood Armor. While you aren’t wearing armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.

Blood Reserves. Anytime your Hemokinetic Spells require your fresh blood you may use the blood from your Blood Armor.

Once you use this feature, you can’t use it again until you finish a Long Rest unless you spend 3 Sorcery Points (no action required) to restore your use of it.

Blood Armor

Fresh blood gathers around you to form an armor, both protecting you and acting as a storage of fresh blood for any Hemokinetic Spells you with to cast using it.

Anytime you gain temporary hit points from Hemokinetic Sorcery it gathers around you allowing you to use a Bonus Action to form a suit of armor. The armor will last as long as you have temporary hit points or until you choose to remove it (no action required), and it acts as a storage of fresh blood.

Blood Armor. While you aren’t wearing armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.

Blood Reserves. Anytime your Hemokinetic Spells require your fresh blood you may use the blood from your Blood Armor.

Once you use this feature, you can’t use it again until you finish a Long Rest unless you spend 3 Sorcery Points (no action required) to restore your use of it.

Activate Blood Armor

Fresh blood gathers around you to form an armor, both protecting you and acting as a storage of fresh blood for any Hemokinetic Spells you with to cast using it.

Anytime you gain temporary hit points from Hemokinetic Sorcery it gathers around you allowing you to use a Bonus Action to form a suit of armor. The armor will last as long as you have temporary hit points or until you choose to remove it (no action required), and it acts as a storage of fresh blood.

Blood Armor. While you aren’t wearing armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.

Blood Reserves. Anytime your Hemokinetic Spells require your fresh blood you may use the blood from your Blood Armor.

Once you use this feature, you can’t use it again until you finish a Long Rest unless you spend 3 Sorcery Points (no action required) to restore your use of it.

Level 6: Blood Sense

Your connection with blood improves as you can now open your senses to feeling the blood around you.

As an action, you can spend 1 Sorcery Point or more to reach out to the blood around you for 1 minute. For each Sorcery Point you spend, you gain one of the following benefits of your choice, the effects of which last until the alteration ends. You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Life Sense. You are able to perceive flowing blood, and you can pinpoint the location of any living creature within 30 feet of you.

Blood Origin. If you taste blood, it gives you information about it's source. You know the creature type, any vulnerabilities, diseases, resistances, or immunities.

Hunt for Blood. You learn the direction and distance to the creature if it is within 30 kilometers of you. Additionally, the creature is unable to hide from you for the duration of this feature.

Level 6: Blood Purification

Your mastery over your own vital energy allows you to purify your body, making you resistant to poison and immune to any effect relating to blood loss.

You have Resistance to Poison damage, and you have Advantage on saving throws to avoid the Poisoned condition and on Death Saving Throws.

Level 14: Sanguine Empowerment

Blood starts to pour from your eyes and mouth. As it trails down your body it starts shining with arcane energy before it seeps back into your skin, transmuting your sacrifice into raw power.

When you use your Innate Sorcery feature you can chose to make a sacrifice to enhance it's power; the greater the sacrifice, the more power you gain. For every 10 hit points you sacrifice, you may choose one of the following enhancements to your Innate Sorcery feature. You cannot use temporary hit points for this sacrifice.

Damage Resistance. You gain resistance to Necrotic damage.

Regeneration. You regain 5 hit points at the start of your turn if you have at least 1 hit point remaining.

Magic Resistance. You have advantage on saving throws against spells.

Sorcery Points. You restore up to 3 Sorcery Points.

Sanguine Empowerment

Blood starts to pour from your eyes and mouth. As it trails down your body it starts shining with arcane energy before it seeps back into your skin, transmuting your sacrifice into raw power.

When you use your Innate Sorcery feature you can chose to make a sacrifice to enhance it's power; the greater the sacrifice, the more power you gain. For every 10 hit points you sacrifice, you may choose one of the following enhancements to your Innate Sorcery feature. You cannot use temporary hit points for this sacrifice.

Damage Resistance. You gain resistance to Necrotic damage.

Regeneration. You regain 5 hit points at the start of your turn if you have at least 1 hit point remaining.

Magic Resistance. You have advantage on saving throws against spells.

Sorcery Points. You restore up to 3 Sorcery Points.

Damage Resistance - Necrotic

You sacrifice 10 hit points in exchange for resistance to Necrotic damage.

Magic Resistance

You sacrifice 10 hit points in exchange for Advantage on saving throws against spells.

Regeneration

You sacrifice 10 hit points in exchange for regaining 5 hit points at the start of your turn for 1 minute.

Sorcery Points

You sacrifice 10 hit points in exchange for restoring up to 3 Sorcery Points.

Level 18: Sanguine Form

You gain the ability to become one with blood, transforming from your physical form into a being of blood.

As an Action you transform into a being of blood for up to 10 minutes, reverting if you choose (no action required), if you loose concentration, or if you are reduced to zero hit points. Objects you are wearing or carrying meld into your new form and cannot be removed until you revert back to your regular form. Once you use this feature, you can’t do so again until you finish a Long Rest unless you spend 5 Sorcery Points (no action required) to restore your use of it.

Shape of Blood. As you are now made of blood you can move through spaces thinner than an inch. 

Leaving your Mortal Constraints. You no longer breathe and get immunity to Bludgeoning and Piercing damage along with resistance to Slashing and Fire damage. Additionally you are immune to being Prone, Poisoned, Stunned, and Paralyzed.

Silent. As you are made of blood, you loose the ability to speak and cast spells with a verbal component.

Sanguine Form

You gain the ability to become one with blood, transforming from your physical form into a being of blood.

As an Action you transform into a being of blood for up to 10 minutes, reverting if you choose (no action required), if you loose concentration, or if you are reduced to zero hit points. Objects you are wearing or carrying meld into your new form and cannot be removed until you revert back to your regular form. Once you use this feature, you can’t do so again until you finish a Long Rest unless you spend 5 Sorcery Points (no action required) to restore your use of it.

Shape of Blood. As you are now made of blood you can move through spaces thinner than an inch. 

Leaving your Mortal Constraints. You no longer breathe and get immunity to Bludgeoning and Piercing damage along with resistance to Slashing and Fire damage. Additionally you are immune to being Prone, Poisoned, Stunned, and Paralyzed.

Silent. As you are made of blood, you loose the ability to speak and cast spells with a verbal component.

Activate Sanguine Form

You transform into a being of blood for up to 10 minutes, reverting if you choose (no action required), if you loose concentration, or if you are reduced to zero hit points. Objects you are wearing or carrying meld into your new form and cannot be removed until you revert back to your regular form. Once you use this feature, you can’t do so again until you finish a Long Rest unless you spend 5 Sorcery Points (no action required) to restore your use of it.

Shape of Blood. As you are now made of blood you can move through spaces thinner than an inch. 

Leaving your Mortal Constraints. You no longer breathe and get immunity to Bludgeoning and Piercing damage along with resistance to Slashing and Fire damage. Additionally you are immune to being Prone, Poisoned, Stunned, and Paralyzed.

Silent. As you are made of blood, you loose the ability to speak and cast spells with a verbal component.

Previous Versions

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