Base Class: Sorcerer
Your innate magic comes directly from the power enclosed deep within your blood. This is the most powerful yet the most dangerous sorcerous origin. The use of this magic generates an evil aura. Because of that, most don’t live long or, if they do, they succumb to the temptation. Blood magic has been banned everywhere and are even hunted down in some places. Magic users of this kind are really rare and often considered threats.
Blood Magic
At level 1 upon picking this origin you original starting hit dice increases to a d10 and when making this character u may use it for your starting HP, you also get access to a new set of magic yet many have discovered but yet is plenty of it around. Blood magic giving access to special magic called a Blood Die. You may expend your blood die 1 at a time by rolling it and reducing your health by the result of your die to activate and use for any of the following type of actions that are preformed regardless of the type of action it is: Add your blood die to current spell attack, add to current ability check, Add to a current saving throw, invoke disadvantage on a ability check, saving throw, or attack of a hostile creature on you or a friendly creature. (if you would drop to less then 0 hp this way the magic fails and your are prone on the ground but stable)
A Blood die is a 1d6 which increases by one size with each new feature you take in this class (6th level 1d8, 14th level 1d10, 18th level 1d12)
You also become immune to illness, diseases
Blood Fuel
Starting when you choose this origin at 1st level, your hit dice are changed to d10 instead of d6. Your spells are fueled by your blood, making your hit points a resource to cast.
Casting a spell expends a spell slot of the corresponding level and costs a number of hit points equal to twice the slot level.
You can continue to cast spells when you no longer have spell slots, but doing so costs twice the required hit points. If you spend twice your number of spell slots for a given level, the hit points cost is now fourth times bigger.
For example, if a level 10 blood mage casts 4 1st level spells, he must spend 2 hit points per spell and goes down to 0 spell slots. If he casts 4 more 1st level spells, they now cost 4 hit points each and he goes down to -4 spell slots. From now on, all other casts of 1st level spells costs 8 hit points and still lowers the counter of spell slots. The counter of spell slots goes in the negative, which means using font of magic to regain spell slots only adds to this number; it does not directly bring the counter back to one.
Additionally, starting at 2nd level, you gain the metamagic Dry spell, which halves the hit points cost of a spell. Casting a Dry spell requires 2 sorcery points. You can apply more than one metamagic effect to a Dry spell. This metamagic does not count in the two you select at 2nd level.
Also, if you drop to 0 hit points from the cost of a spell, you are automatically stabilized.
When you choose this origin at 1st level, you lose the possibility to multiclass in any other spellcasting class
Blood Bending
Staring at 1st level, you can control the blood that flows out of your body, making it possible to use it to block or deflect attacks or to magically lash at an enemy. As a bonus action, you can start to blood bend. Doing so costs 1d6 hit points per round and lets you decide to use it in its defensive or offensive states. In the rounds that follow, you can change its state with a bonus action. If you haven’t started to blood bend in a fight and you get hit by a piercing or slashing attack, you can start to blood bend in defensive state as a reaction. If your new armor class would have blocked the triggering attack, you only take half damage from the triggering attack.
If used in combination with a cantrip spell, the hit point cost to maintain the blood bend is increased by another 1d6 hit points for that round.
The offensive state lets you (at the cost of an action) lash out at an enemy using your spell attack modifier for 1d12 + charisma modifier slashing damage. It has a range of 30 ft. The damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12) and 17th level (4d12).
The defensive state lets you add your charisma modifier to your AC. It also completely negates the projectiles from the spell magic missiles.
Living Blood
At 6th level you have lived a life of hardship and threw your practice of blood magic you learned further control over your own blood and others possibly. You may now expend your blood die in new ways to heal and or attack as well as per followed:
As an action you may make a spell attack with your blood die to make a touch or ranged spell attack with a range of touch or up to 60ft for 2d8+CHA MOD necrotic damage (damage die increase with each feature of this class as followed: 14th 3d10, 18th 4d12)
As an action you may expand 1 blood die on a willing, incapacitated, or dead. (this only works on beings with blood or dead that have blood to spare per GM/DM choice) Roll your blood die and subtract it from a target within 30ft you, you may heal yourself or a friendly creature this way equal to the result rolled on the blood die or what the dm/gm feels is there if it is less then your blood die roll. (you may do this a number of times equal to your level and regain use of this feature after a long rest)
Blood Siphon
Starting at 6th level, when you are in within 5 ft of a creature, you can try to siphon their blood to restore you. The creature must make a constitution saving throw against your spell DC. If the creature has received piercing or slashing damage in the last three rounds and hasn’t been healed after receiving it, it has disadvantage; otherwise, it has advantage. An incapacitated creature automatically fails its saving throw. On a failed saving throw, the creature takes 2d12 + charisma modifier hit points in damage and you heal yourself for half the damage inflicted. The damage increases by 1d12 when you reach 11th level (3d12) and 17th level (4d12).
If the creature is willing to be siphoned, it can choose to fail the saving throw and you’re healed for the total damage inflicted. Additionally, if you are within 5 ft of an incapacitated or willing creature, you can use its blood to cast your spell as a bonus action. The creature you siphoned must have blood for it to work. You may use this feature a number of times equal to your Constitution + charisma modifier (a minimum of once). You regain all expended uses, when you finish a long rest.
Bloodied spell
Starting at 14th level, you can empower a spell by shedding more blood. When you cast a spell you can choose to maximize its damage OR to impose a disadvantage on the saving throw against it. Doing so costs you five times the normal spellcasting cost. The five times cost stacks with the cost multiplier when casting your higher level spells. For example, a level 14 blood mage casts a Bloodied Delayed blast fireball, the normal spell cost of a level 7 spell is 7 hit points, but since it is the highest level a level 14th blood mage can cast, the spell cost is 3 times 7, which means it is 21 hit points. And now, since it is bloodied, it would be 21 multiplied by 5 which mean 105 hit points to cast. The blood mage has to think carefully about it before making a spell bloodied.
Additionally, if the blood mage casts a spell in last resort, and the cost of the spell brings him to 0 hit points, the spell is automatically bloodied.
Blood Rite
At the 14th level you have learned how to use your blood to the fullest unlocking further discoveries and your Living blood attack feature can now have an area of effect if you choose
Your living blood touch spell attack now can effect all around you with in 5ft that you choose Your living blood ranged attack now has a CON Save VS you spell dc for each creature with in 5ft of the target or suffer the same amount of damage on a fail saved or half of a pass
Blood Rush
Starting at 18th level, whenever you are under a third of your maximum hit points, you can use your metamagic without spending sorcery points and spell costs are divided by 3.
Mastery of Blood
You have truly Mastered the art of mastering your blood magic and have learned how to control the blood of everything around you
At the 18 level you can craft one Blood Gem that you must make by spend 8hrs doing a ritual and rolling a blood die each hr and giving your blood to the Gem. If you was to die by any means your soul becomes trapped into the gem, as long as the blood Gem is not destroyed it may be placed on a corpse or willing creature and your body then starts to reform over the new one coming back as you once where over a period 24hrs and the body before is then destroyed and there soul is sent free from the body and trapped in the gem. A creature soul in the Gem can be brought back by any means that would normally bring back a dead body. You must preform this ritual again in order to use this feature again and may have only one gem at a time. (The Gem must be worth no less then 1000gp and once ritual preformed it has an AC of 30, HP = 8 blood die used, resistant to all magical damage, immune to all magical weapon damage and normal damage and necrotic, has all saves that the caster had and ther bonus for them, this object counts as a necromancy magical item that counts as being worn when on your person. Each time you brought back by this feature you must make another blood gem before you may use it again. If placed on your own body that just died you come back with all your items that are savable still. If on another body u come back naked with no personal belongings unless saved
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