Base Class: Sorcerer
Select few are born with the ability to perform Blood Sorcery, a form of Haemomancy. You are of these few who excel in turning your enemy's blood against them.
Blood Magic
1st level: you gain access to the following abilities;
Blood Blade. As a bonus action, you summon a finesse melee weapon into your hand, this weapon is a magical creation formed from your blood. The weapon deals 1d8 magical piercing or slashing damage, depending on the weapon you create. Your blood blade lasts for 1 minute, ending early if you choose or if you fall unconscious and possesses the finesse property. You are proficient in your blood blade, but can only summon one at any one time.
Blood Rot. As an action, you target a living creature that has blood within 60 ft. that you can see. Your target must make a Constitution saving throw. On a failed save, the target takes necrotic damage equal to 1d8 plus your Constitution modifier.
The damage of your Blood Blade and Blood Rot increases by 1d8 when you reach 5th level, 11th level, and 17th level.
Transfusion. As an action, you touch a living creature and sacrifice one of your remaining hit die as a Blood Price. You take 1d6 necrotic damage and heal the target equal to the damage you took. If you use this ability and have no hit die remaining, after the transfusion you take an additional necrotic damage, 1d6 for every level your character has. This necrotic damage overcomes any resistances or immunities you may possess.
Arcane Blood
6th level. your control over your own blood grants you greater blood magics.
You gain the following additional abilities to your Blood Magic feature:
Enhance Organ. As a reaction, you can imbue one of your body parts, granting you a bonus to one skill check or saving throw equal to your Constitution modifier. (Blood Price: 1)
Leeching Strike. While wielding a summoned Blood Blade, you can use your bonus action to imbue your weapon. The next time within 1 minute that you hit a creature with blood, using your blood blade, you regain hit points equal to half the weapon damage you deal with the attack. (Blood Price: 1)
Sanguine Armour. When you are hit by an attack, you can use your reaction to create a shield of blood, granting you a bonus to your AC equal to your Constitution modifier possibly causing the attack to miss you. This bonus remains until the start of your next turn. (Blood Price: 1)
Slow Pulse. As an action, you can slow your pulse to the extreme, effectively feigning death or draining all colour and emotion from your face. This grants you Advantage on Charisma (Deception) checks until the end of your next turn, your poker face becoming near impervious. (Blood Price: 1)
Blood Price
The Blood Price of your Blood Magic abilities refers to the number of hit die you must sacrifice in order to safely use it. If you do not have the required hit die to spend you can still use it but you will take necrotic damage, 1d6 for every level your character has. This necrotic damage overcomes any resistances or immunities you may possess.
Haemomancy
14th level. you have learnt a more advanced set of blood magics.
Bioelectric Pulse. As an action, you unleash a wave of bioelectric energy up to a radius of 15 ft. Creatures in this area must make a Strength saving throw. On a failed save, creatures take 3d6 lightning damage and are paralysed until the start of their next turn. On a successful save creatures are not paralysed and take half damage. (Blood Price: 5)
Blood Spines. As a reaction, when you grapple, or are grappled by, a creature you can shape your blood into vicious spines along your body. The creature takes damage equal to your Constitution modifier at the end of each of your turns whilst the grapple continues, lasting up to 1 minute or if you fall unconscious after which the spines recede. (Blood Price: 2)
Haemostatic Touch. Whenever you hit a creature with a melee attack you can use your bonus action to deal an additional 3d6 cold or fire damage to the creature. (Blood Price: 4)
Red Mists. As an action, you target a creature you can see within 60 ft. The target must make a Wisdom saving throw or become enraged. Whilst enraged, the creature cannot cast or concentrate on spells and can only attack using melee, their damage gaining a bonus equal to your Constitution modifier. The creature is enraged for 1 minute but can repeat the saving throw at the end of each of its turns, ending the effect on a success. Alternatively, if the creature regains hit points the effect ends early. Creatures that do not have blood, or are undead, cannot be enraged. (Blood Price: 3)
Blood Soaked Soul
18th level. your blood magic has reached its peak. As an action, you can convert 3 sorcery points to 1 hit die and visa versa. The Blood Price for your Blood Magic abilities decrease by 1 hit die.
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