Base Class: Sorcerer
Red Arcanite-Born
Crimson Vision
The mysterious power of red arcanite grants you the ability to see normally in darkness, both magical and nonmagical, to a distance of 30 feet. To do so requires an action. When you use this feature, your eyes glow a deep red and can be seen by others looking in your direction, even if you are in magical darkness.
Boiling Blood
Starting at 1st level, when you cast a spell, you may perform one additional action. This additional action cannot be used to cast a spell or move more than one half of your speed. Using this feature causes blood to trickle out of your eyes, ears, nose, and mouth. It also causes throbbing dark red veins to appear beneath the surface of your skin.
Mana Repellent
At 6th level, you have advantage on saving throws against spells and other magical effects if the magic is not powered by red arcanite.
Blood-fueled
At 6th level, blood spilled in your presence empowers you. Anytime a creature with blood takes slashing or piercing damage within 10 feet of you, gives you temporary hit points equal to your Charisma modifier + your sorcerer level (minimum of 1 temporary hit point).
Corrupted Revenge
Starting at 14th level, when you are hit by a melee attack, you can use your reaction to spew tendrils of tainted blood at the attacker, dealing necrotic damage. The damage equals your sorcerer level. The attacker must also make a Constitution saving throw against your sorcerer spell save DC. On a failed save, the attacker is blinded until the end of your next turn, as your blood splashes into their eyes.
Roots of Corruption
At 18th level, you gain immunity to elemental, force, and psychic damage.
You also gain the ability to corrupt blue arcanite. Once per long rest, as an action, you can cause all blue arcanite within 60 feet of you to succumb to the Crimson Corruption, turning it into red arcanite. Arcane spells at level 1 or higher cast by anyone who is not Red Arcanite-Born nor a Hemomancer within this 60 foot radius, must make a Constitution saving throw against your spell save DC. On a failure, they take 1d12 force damage equal to the spell's level. i.e. a level 3 spell would do 3d12 force damage., or half as much on a successful one.
In addition, your spells are empowered by the red arcanite you create in this way. While in this 60 foot radius, you gain 10 temporary sorcery points. You lose 10 sorcery points when you exit the 60 foot circle. (You do not regain them, by reentering the circle.)
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