Sorcerer
Base Class: Sorcerer

Whether through teaching or discovery, you have found that your blood holds magical power. You might have chanced upon a reclusive user of this estranged magic, or came upon a withering tome with bloodstained pages, in either case, the power of your blood has been made apparent. By tapping into this resource, you are able to bring your will to bear upon reality. Sorcerers of this origin may not be held in high regard, due to the somewhat gruesome nature of their abilities, but their power is undeniable.

Blood Weapon

Starting at 1st level, as a bonus action, you can expend 1 hit die to summon forth a melee weapon made of your own blood for up to 1 hour. You can choose the form that this melee weapon takes each time you create it. You are proficient with this weapon. This weapon counts as magical for the purpose of overcoming Resistance and Immunity to nonmagical attacks and damage. When you summon this weapon you gain temporary hit points equal to the roll on your Hit Die plus your Sorcerer level. Additionally, it increases in power as you take levels in this class.; You have +1 to attack roll and damage for your blood weapon at 6th level, +2 at 10th level, and +3 at 15th level.

Bloodletting

At 1st level, when you take a short rest and do not have any Hit Die left. You gain back a number of Hit Die equal to your Charisma modifier up to your maximum amount of Hit Die you have. You can use this feature once per long rest.

Hemomancy

At 6th level, when you hit a creature with your Blood Weapon it leaves traces of your blood on the creature. The traces of your blood last for up to 1 hour before disappearing. While a creature has your blood traces on it you have advantage on Survival checks to track that creature. While a creature has your blood traces on it you can use your bonus action to impose one of the following effects;

  • Blood-Shackle: You can spend 1 Sorcery Point, that creature must make a Constitution saving throw or be restrained till the start of your next turn.
  • Blood-Curdling: You can spend 1 Sorcery Point, that creature must make a Constitution saving throw or take 3d6 Necrotic damage.
  • Blood-Curse: You can spend 1 Sorcery Point, that creature must make a Constitution saving throw or have disadvantage on all attack rolls till the start of your next turn.

You can use this feature a number of times equal to your Charisma modifier and regain all uses of this feature after a long rest.

Vanpiric Siphon

At 14th level, When you successfully hit a creature with your Blood Weapon or a spell of 1st level or higher, as a reaction, you can heal an amount of hit points equal to half the damage you dealt plus your Constitution modifier. Additionally, you can spend a number of Sorcery Points to roll an equal number of Hit Die and heal the amount rolled. You can do this a number of times equal to your Constitution modifier per long rest.

Blood Pumper

At 18th level, you can spend 5 Sorcery Points to accelerate your blood through your body to gain the following benefits for 1 minute;

  • You gain +2 AC.
  • You can attack twice when you take the attack action on your turn or you can cast a cantrip with casting time of 1 action as a bonus action if you hit a creature with your blood weapon.
  • You regenerate hit points equal to your Constitution modifier at the beginning of each of your turns as long as you are conscious.

Previous Versions

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