Sorcerer
Base Class: Sorcerer

The Hemocraft sorcerer slowly learns to control their powers over lifeforces. They can use their magic to impose pain and suffering upon their foes but also heal and protect their allies.

Sanguis Pretium

At 1st level, you are innately imbued with hemocraft magic by birth or by undergoing a blood ritual. For every level you have in this class you gain 1d6 hemocraft die. As an action you can touch a creature, that is not a construct or undead, and roll a number of hemocraft die to heal that creature. Or you can make a melee spell attack against a creature, that is not a construct or undead, on a hit roll a number hemocraft die to deal as necrotic damage. This damage ignores any resistance to necrotic damage that a creature might have. This action is considered a cantrip for the purposes of meta magic. Hemocraft die are expended when rolled. All hemocraft die are restored after a long rest.

Sanguinate

At 6th level, when you use the enervation ability and reduce a creature to 0 hp. You can choose to regain a number of hemocraft die equal to your ability score modifier.

Once you use this feature, you must finish a long rest before you can use it again. Starting at 11th level, you can use it twice before a long rest, and at 16th level three times, but only once on the same turn.

Additionally your enervation ability now has a range of 30ft.

Blood Ritual

At 1st level, you can cast ritual spells at a blood cost.

Your character learns all spells with the ritual tag for which they are a level in which they can cast them. Instead of expending a spell slot, Blood sorcerers may spend 1 hemocraft die per spell level to cast a ritual spell. All other ritual spell rules apply.

Overchannel

Starting at 14th level, you can increase the power of your simpler spells. When you cast a sorcerer spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.

Blood Choke

At 18th level you are able to control the will of creatures with blood.

As an action on your turn, any number of creatures that you choose within 60ft of you must make a Constitution saving throw at disadvantage against your spell save DC. The targets must succeed on a Constitution saving throw or be paralyzed for one minute. Weather a target succeeds or fails it takes 4d6 necrotic damage. If the target fails the saving throw it may make another at the end of its next turn. On a success the effect ends on the target.

At the beginning of a targets turn if it is paralyzed by this effect it takes 4d6 necrotic damage.

Once you use this feature, you cant do so again until you finish a long rest.

Blood Rite

Starting at 6th level, when a spell you cast deals damage you may add a number of hemocraft die less than or equal to the spells level and add that to the damage roll.

Sanguis de Tutela

Starting at 14th level, you may use your hemocraft die to bolster your defensive ability. When you or a creature within 30ft of you, that you can see, is hit by an attack. You can use your reaction to lessen the damage taken. Roll a number of hemocraft die equal to or less than your ability score modifier and subtract that from the damage of the attack.

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