Base Class: Sorcerer
Hematurgist's are born with the innate ability to manipulate their lifesblood in order to damage their enemies and heal their allies.
You must possess a circulatory system to practice Hematurgy.
Spellcasting
An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with magic. This font of magic, whatever its origin, fuels your spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.
Cantrips
At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.
Crimson Vials (Spell Slots)
The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.
As a Hematurgist, these spell slots are manifested as vials of your own blood. When all of these vials are expended, you can still cast spells by sacrificing health (1st-level spell slots cost 10 hit points, 2nd-levels cost 20, 3rd 30 etc). You can only cast a level of spell that you have access to, and the spells level must be equal to your Sorcerer level divided by 3 (rounded down).
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the sorcerer spell list.
The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Constitution is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to manipulate your lifesblood. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Constitution modifier
Spell attack modifier = your proficiency bonus + your Constitution modifier
Hematurgist Spells
Hematurgist Sorcerers have access to cantrips and spells specific to their bloodline:
Cantrips: Infect, Congeal Blood, Blood Bolt
2nd-level: Carrionette, Perforated Grip
3rd-level: Blood Boil
Invigourating Essence
1st-level Hematurgist feature
The Sorcerer’s current health acts a pool of healing that can be drawn upon and transferred to other creatures as an action. If the Sorcerer decides to hold this action, they must choose how much health they are going to hold. The health is lost regardless of if the action is triggered or not.
Due to the nature of this power, if the Sorcerer is suffering the effects of a poison or disease - including the poisoned condition - that affliction will carry across to their target.
A target must be willing or unable to resist for the ability to take hold.
Bolster Essence
1st-level Hematurgist feature
As a bonus action, the Sorcerer can heal themselves for an amount equal to their Sorcerer level + Proficiency bonus.
The Sorcerer can safely use this ability an amount of times equal to their Constitution modifier, and regains these uses after a long rest. Though they can use it further, additional uses will cause levels of Exhaustion.
Sorcerous Reinforcement
3rd-level Hematurgist feature
Whenever you spend Sorcery Points, you regain the amount of points spent as hit points.
Sturdy Immune System
6th-level Hematurgist feature
You have refined control over the ebb and flow of your lifesblood - and the antibodies therein - granting you advantage on Constitution saving throws that you have to make against any poison or disease.
Improved Invigourating Essence
6th-level Hematurgist feature
You have learned to better your Invigourating Essence ability. Find the upgrade in the 'Optional Class Features' section on your character sheet.
Improved Bolster Essence
14th-level Hematurgist feature
You have learned to better your Bolster Essence ability. Find the upgrade in the 'Optional Class Features' section on your character sheet.
Organ of Defilement
18th-level Hematurgist feature
You are eerily familiar with every blood cell that makes up your person. Due to this, your body has formed an entirely new internal organ in a place that you desire. This organ makes you immune to disease, poison and the poisoned condition. It absorbs the damage that a poison would do, to later be expelled through an Infect cantrip. All of the poison damage is expelled with a single attack, though it can be split between targets if the spell that is cast allows for multiple targets.
I recommend grabbing the homebrew spells that I have shared as well; Infect, Congeal Blood, Blood Bolt, Carrionette, Perforated Grip and Blood Boil. They were designed to synergise with this subclass.
Feedback is greatly appreciated. Thanks :)