Base Class: Sorcerer
your own blood has soaked in enough magic to create it it's self. you use this. that means normal magic negation does not work on you.
Hemomatic Practice
At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
ignis: Fire
Fulgur: Lightning
Dolens: Acid
Venenum: Poison
Frigus: Cold
Dolens
At 1st level, you choose one type of Magic as your Practice. The damage type associated with each Practice is used by features you gain later.
Frigus
At 1st level, you choose one type of Magic as your Practice. The damage type associated with each Practice is used by features you gain later.
Fulgur
At 1st level, you choose one type of Magic as your Practice. The damage type associated with each Practice is used by features you gain later.
Ignis
At 1st level, you choose one type of Magic as your Practice. The damage type associated with each Practice is used by features you gain later.
Venenum
At 1st level, you choose one type of Magic as your Practice. The damage type associated with each Practice is used by features you gain later.
Crimson-Ward
As magic flows through your body, it causes physical traits to change, giving you the ability to conjure armor of blood. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, parts of your body are covered by Blood red runes, these burst to armor when they are needed or when you want them to. When you aren’t wearing armor, your AC equals 13 + your con modifier.
Affinity for Power
Starting at 6th level, when you cast a spell that deals damage of the type associated with your Blood-Magic practice, you can add your Constitution modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.
Uplifting Power
At 14th level, you gain the ability to sprout a small wurl of blood from your body, gaining a flying speed equal to your current speed. You can create this wurl as a bonus action on your turn. It last until you dismiss it as a bonus action on your turn.
You can’t manifest it while wearing armor unless the armor is made to accommodate it, and clothing not made to accommodate it might be destroyed when you manifest it.
Terrifying Presence
Beginning at 18th level, you can channel the dread presence of your innate power, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 2 hours.
Comments