Sorcerer
Base Class: Sorcerer

Magic flows through the blood of every Sorcerer, but for a Sanguine Soul, the distinction between blood and magic has all but disappeared. Your blood answers your will, hardening into weapons, erupting into impossible shapes, and carrying you between wounds scattered across the battlefield.

Some Sanguine Souls descend from creatures whose blood carries supernatural power. Others are transformed by forbidden rituals, curses, magical experiments, or exposure to ancient sanguine magic. Whatever the source, your magic demands something more immediate than incantations or spell slots.

When necessary, you can simply bleed.

Sanguine Soul Features

Sorcerer Level Features
3 Bloodletting, Bloodshard, Sanguine Spells
6 Sanguine Assault, Blood Pursuit, Bloodstep
14 Blood Sovereignty
18 Bloodstorm

Level 3: Bloodletting

Level 3

Your vitality is a component of your sorcery.

Certain Sanguine Soul features and Sanguine Spells have a Blood Cost, expressed as a number of Hit Points. When you pay a Blood Cost, you lose the specified number of Hit Points. This loss isn't damage and can't be reduced or prevented in any way. You can pay a Blood Cost that reduces you to 0 Hit Points, but you can't pay a Blood Cost greater than your current Hit Points.

If paying a Blood Cost reduces you to 0 Hit Points while casting a spell or using a feature, that spell or feature resolves before you gain the Unconscious condition. Hit Points lost through a Blood Cost can be restored normally.

Bloodied

For the purposes of your Sanguine Soul features, you are Bloodied while you have half your Hit Point maximum or fewer.

Level 3: Bloodshard

Level 3

You can draw forth your blood and crystallise it into a supernatural weapon.

As a Bonus Action, you manifest your Bloodshard in an empty hand. It remains until you dismiss it (no action required), you die, or you manifest it again. When you gain this feature, determine the Bloodshard's appearance. It might resemble a dagger, needle, spear, scythe, arrow, shard, or another weaponlike manifestation. Its appearance has no effect on its game statistics.

Your Bloodshard is a Simple Melee weapon with the following properties:

Damage: 1d8 Necrotic
Properties: Finesse, Thrown (30/90)

  • You can use your Charisma modifier instead of Strength or Dexterity for the attack and damage rolls of your Bloodshard.
  • The Bloodshard counts as magical for the purpose of overcoming Resistance and Immunity to nonmagical attacks and damage.
Reformation: 

Your Bloodshard isn't constrained by physical form.

Immediately after you make a thrown attack with your Bloodshard, whether the attack hits or misses, it liquefies and reforms in your hand. If your Bloodshard leaves your possession for any other reason, you can cause it to dissolve and reform in your empty hand without taking an action.

Bloodforged Training: When you choose this subclass at level 3, you gain proficiency with Light Armor

Level 3: Sanguine Spells

Level 3

Your blood carries forms of sorcery unavailable through conventional magic. You learn the Sanguine Spells shown on the Sanguine Spells table when you reach the specified Sorcerer levels.

Sorcerer Level Spell
3 Crimson Spike
5 Sanguine Chains
7 Blood Eruption
9 Exsanguinate

These spells count as Sorcerer spells for you, are always prepared, and don't count against the number of spells you can prepare. You can modify your Sanguine Spells using your Metamagic options as normal.

Bloodletting Spells

Some Sanguine Spells include a Bloodletting effect.

When you cast such a spell, you can pay the listed Blood Cost to gain its Bloodletting effect. You choose whether to pay the Blood Cost when you cast the spell unless the spell states otherwise.

Level 6: Sanguine Assault

Level 6

You have learned to seamlessly combine your Bloodshard with your blood magic.

You can attack twice, instead of once, whenever you take the Attack action on your turn.

When you take the Attack action and make at least one attack with your Bloodshard, you can replace one of the attacks with the casting of a Sanguine Spell that has a casting time of an Action. You can replace an attack with a Sanguine Spell in this way only once per turn, and you can't replace an attack with any other spell using this feature.

You choose the order in which you make the Bloodshard attack and cast the Sanguine Spell.

 

Level 6: Blood Pursuit

Level 6

Your control over your Bloodshard allows you to direct it from one victim toward another.

When you make your second Bloodshard attack as part of the Attack action, you can target a creature you can see within 30 feet of the target of your first Bloodshard attack, provided the second creature is within 90 feet of you. You don't need to hit the first creature to use this feature.

The Bloodshard travels from the first target toward the second before liquefying and reforming in your hand.

 

Level 6: Bloodstep

Level 6

Spilled blood becomes a pathway through which you can travel.

Whenever a Sanguine Spell for which you paid a Blood Cost takes effect, you can create a Bloodstain in one 5-foot space occupied by one of the spell's targets or within the spell's area.

A Bloodstain lasts for 1 minute. It doesn't occupy its space, isn't an object or creature, and can't normally be damaged or removed. You can have a number of Bloodstains at one time equal to your Charisma modifier (minimum of one). If you create a Bloodstain beyond this maximum, the oldest Bloodstain immediately disappears.

Bloodstep

As a Bonus Action, choose one of the following that you can see within 30 feet of yourself:

  • one of your Bloodstains; or
  • a Bloodied creature.

You teleport to an unoccupied space within 5 feet of the chosen Bloodstain or creature. While you are Bloodied, Bloodstep's range increases to 60 feet.

You can use Bloodstep a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. If you have no uses remaining, or choose not to expend one, you can instead pay a Blood Cost of 5 Hit Points to use Bloodstep.

Level 14: Blood Sovereignty

Level 14

Blood spilled across the battlefield becomes an extension of your will. You gain the following benefits:

Emergence

Your Reformation feature improves. Once on each of your turns when you make an attack with your Bloodshard, you can cause the Bloodshard to emerge from one of the following points within 60 feet of you:

  • one of your Bloodstains; or
  • the space of a Bloodied creature you can see.

For that attack, you determine the attack's range and Cover as though you occupied the chosen space. After the attack, your Bloodshard liquefies and reforms in your hand as normal.

Feast on the Fallen

Once per turn when you pay a Blood Cost, you can destroy one of your Bloodstains within 60 feet of yourself to reduce that Blood Cost by 5 Hit Points, to a minimum of 0.

Additionally, when a creature you can see within 30 feet of yourself is reduced to 0 Hit Points, you can create a Bloodstain in its space.

Perfect Bloodstep

Bloodstep no longer has a limited number of uses. You can use it as a Bonus Action whenever you have a valid destination. Additionally, when you use Bloodstep to teleport to one of your Bloodstains, you can consume that Bloodstain to use Bloodstep without taking a Bonus Action.

Once you use Bloodstep without a Bonus Action in this way, you can't do so again until the start of your next turn.

 

Level 18: Bloodstorm

Level 18

You release the full extent of your sanguine magic, turning the battlefield into an extension of your own circulatory system.

As a Bonus Action, you create a 30-foot Emanation originating from yourself that lasts for 1 minute. The Emanation moves with you and appears as a violent storm of supernatural blood, blades, droplets, and crimson mist. The Bloodstorm ends early if you die or dismiss it (no action required).

Once you use this feature, you can't use it again until you finish a Long Rest.

While your Bloodstorm is active, you gain the following benefits:

Omnipresent Bloodshard

Whenever you make an attack with your Bloodshard, you can cause it to emerge from any Bloodstain or Bloodied creature within the Bloodstorm.

The once-per-turn restriction of Emergence doesn't apply during your Bloodstorm. When you use Blood Pursuit, the second attack can originate from the target or point used for the previous Bloodshard attack.

Open Wounds

Whenever another creature becomes Bloodied while inside your Bloodstorm, you can create a Bloodstain in its space. Whenever another creature is reduced to 0 Hit Points within your Bloodstorm, you can also create a Bloodstain in its space.

These Bloodstains are still subject to your normal maximum number of Bloodstains.

Blood Without End

Once on each of your turns when you pay a Blood Cost for a Sanguine Spell, reduce the Blood Cost by an amount equal to your Charisma modifier + your Proficiency Bonus, to a minimum of 0.

Sanguine Undertow

Bloodied enemies treat the area of your Bloodstorm as Difficult Terrain.

 

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