Base Class: Sorcerer
There are few beings which can truly consider themselves to be strong or powerful while in the presence of a sorcerer, their incredible magical potential radiating off of them like a beacon. Indeed, a sorcerer's blood carries powerful magic within it, allowing them to simply will spells into being without even having gained much knowledge of how to use them, if any at all. However, there are undoubtedly a great many more stories than there are these magic-infused legends, and the rarest among them is the sanguine sorcerer.
The Untapped Potential of Blood
Often the result of a powerful curse or twisted experimentation, a sanguine sorcerer, or blood mage, is capable of manipulating their own blood, as well as the blood of others, to boost their magical prowess. Of course, practices such as these are most often considered taboo and are not tolerated by the masses, regardless of the sorcerer's true motives or intentions, and as such, most blood mages choose to either live in seclusion, or hide the source of their power from the rest of the world, while conducting their unsettling experiments. But, despite the grim nature of their abilities, and the overwhelming capacity to use their power for darker pursuits, a blood mage can still be an incredible source of good in the world, granting additional life force to others instead of themselves.
The Sanguine Affliction
Starting at 1st level, you have a greater control of your blood flow, being able to staunch a bleeding wound through willpower alone, and have resistance to slashing damage. Your blood is also extremely effective at purging itself of any unwanted materials, granting you immunity to diseases and resistance to poisons.
Additionally, you know a great deal more about the living body than others, giving you advantage on all medicine (Wisdom) and survival (Wisdom) checks which involve the target creature's blood in some way.
The cost of this power, however, is that like many undead, you are vulnerable to radiant damage, and methods of detecting life and death will react to you as if you were both, but you are not actually undead as a result of this curse.
Metamagic
As a sanguine sorcerer, you cannot create sorcerer points by sacrificing spell slots, but you can still sacrifice sorcerer points to create spell slots. (You will have access to a different way of creating sorcery points later)
You also gain access to the following metamagic options:
Life-sapping Spell
When you damage a creature with a spell, you can expend 2 sorcery points to roll a hit die. You or an ally within 30 feet of you gain temporary hit points by that amount which last until your next short or long rest, or until they are depleted. If the creature receiving the temporary hit points also took damage from the spell, the spells effects and damage occur before they gain the temporary hit points. You may repeat this metamagic as many times as you want on the same spell, but the total temporary hit points gained cannot exceed the total damage of the spell used.
Life Mimicry
When a creature fails a saving throw against one of your spells, you may spend 1 sorcery point to temporarily gain one of their racial or physical traits for an hour. You may only copy one trait from a single race, but you may have any amount of copied traits at one time, so long as they are all from different races. You may spend additional sorcery points to extend the effect of 1 copied trait by an additional hour for every sorcery point spent.
Magical Blood Adaptation
As you explore more of the world and meet with different creatures (and their blood), you learn to infuse some of their strengths into your own blood, adapting you to be a stronger, hardier being overall.
Starting at 6th level, your hit die becomes 1d8, at 11th level, your hit die becomes 1d10, and at 16th level, your hit die becomes 1d12. While this affects all future hit-point increases received from leveling up (including this level), it does not retroactively affect your hit point maximum from earlier levels, but does affect your hit die type for recovering health via a short rest. This also affects the Life-sapping Spell metamagic option.
Blood Font
Starting at 6th level, you can expend hit points equal to half your sorcerer level to recover 1 sorcery point. You can recover up to 1 point per round at 6th level, 2 per round at 11th level, and 3 per round at 16th level. If brought to 0 hit points in this way, you are knocked unconscious for 1d4 hours, but you are considered stable and do not have to make death saving throws.
Blood Transfusion
Starting at 14th level, you can now manipulate the flow of blood freely between two creatures, and can transfer it from one to another. As an action on your turn, you may expend 5 sorcerer points to transfer hit points from one willing creature to another (including yourself), both of which must be within 30 feet of you. You may take up to half the current hit points of the target creature and redistribute them as you see fit to any other creatures within 30 feet of you as temporary hit points which last until they take a short or long rest.
Additionally, any time a creature takes slashing or piercing damage within 30 feet of you, you may use your reaction and spend 1 sorcerer point to transfer up to half the damage they took as temporary hit points to another creature within 30 feet of you. Why waste perfectly good blood just because it's been spilled?
If any creature which is the source of the blood transfusion is carrying a disease or poison within them, then all of the recipients of their blood must make a Con save against a DC of 10 or half the hit points they received (whichever is higher) in order to resist having the disease or poison inflicted upon them as well.
The Sanguine Pool
You have reached the height of your powers controlling blood, and have managed to create a secondary health pool for yourself equal to you maximum regular health pool. You may transfer your hit points over to this second pool at any time outside of combat. You may use this secondary pool of hit points instead of your regular hit points whenever you wish to sacrifice your own hit points for any of your sorcerer skills, and may also give yourself temporary hit points from this pool as a bonus action on your turn. Any time you would receive temporary hit points, you may add it to this secondary health pool instead. The pool cannot exceed your hit point maximum, but any hit points added to it, temporary or not, will remain until used. If you fall to 0 hit points and fall unconscious, the pool of blood will automatically revive you for all the hit points it has in it, then dispel itself. If the pool is dispelled by any means, you lose any hit points stored within it, and must wait 24 hours before creating a new one.
You may also choose to refine blood, clearing it of all poisons, diseases, and other damages, and add it to the pool from a creature that has been dead for no more than 1 day and is not undead, an elemental, or a construct. You may refine hit points up to a tenth of their total health pool, rounded down. It takes 1 minute to refine blood from a single creature and you cannot move or cast spells while you are performing this task. If you are interrupted while doing this, you lose the hit points you would have taken and can not attempt this again on the same creature. Particularly powerful creatures may also bring unique magical buffs, or side effects, within their blood that escapes the refinement process, but it is impossible to know what lies within a creature's blood until you test it for yourself.
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