Sorcerer
Base Class: Sorcerer

You have been cursed by an evil witch from the ocean. She alters you in a semi-permanent way through blood magic. This magic needs to continue to be fed using blood, or this alteration may be reversed, or have a negative impact on what you become. This blood magic offers powers to sorcerers who are altered by it. Once afflicted by this blood magic, you must continually consume blood to keep it active. You can have up to 5 additional pints of blood in your body to keep this magic going, each pint lasting for 2 days. If you run out of this additional blood, you transform into a monster, decided and controlled by your DM.

Expanded Spell List

You learn additional spells when you reach certain levels in this class as shown on the Transfused Body Expanded Spells table. Each spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a necromancy or a transmutation spell from the sorcerer, warlock, or wizard spell list.

Transfused Body Expanded Spells
Sorcerer Level Spells
1st cause fear, longstrider
3rd gentle repose, magic weapon
5th animate dead, bestow curse
7th elemental bane, shadow of moil
9th danse macabre, passwall

Witch's Blood Magic

Your curse with The Sea Witch also grants you Blood Magic. You have a pool of Blood Magic Points equal to your proficiency bonus + your Constitution modifier (minimum of 2). You can spend Blood Magic Points on feats and regain all expended points at the end of a long rest. The Blood Magic below uses your Blood Magic Points.

Row of Incisors. Make a melee bite attack against a creature. On a hit, they take 1d6 piercing damage and must make a Constitution saving throw. The DC is your sorcerer spellcasting DC. On a fail, you expend a Blood Magic Point to deal an additional 2d8 necrotic damage, regain that many hit points, and consume that many ounces of blood from the target (16 ounces = 1 pint)(undead are immune to this).

Vampiric Casting. When you cast a spell that deals necrotic damage, you can expend a Blood Magic Point to gain that many temporary hit points. While you have those temporary hit points, you gain advantage on Constitution and Wisdom saving throws, and you can't be blinded.

Blood Sensory

Sense Blood. As an action, you can expend a Blood Magic Point to sense the blood of creatures around you. Until the end of your next turn, you know the location of any creature that has blood within 30 feet of you, alive or dead.

Hit Point Detection. As an action, you can expend 2 Blood Magic Points to choose a creature within 60 feet of you. You sense how many current hit points the target has.

Pulse Monitor. As an action, you can expend 3 Blood Magic Points to detect the pulse of a living creature within 15 feet of you. For the next minute, you know when the creature is lying, and what emotion they are feeling.

Ichor Command

You learn the Control Blood Spell. It does not count against your Spells Known, if you already knew this spell, you may learn a new spell from the sorcerer spell list.

You gain another feat that you can use your Blood Magic Points on:

Sense Resistance. As an action, you can channel your curse to connect with a creature you can see within 90 feet and expend Blood Magic Points equal to 1 for each of the following you wish to learn; the creature's Damage Vulnerabilities & Damage Resistances, Damage Immunities & Condition Immunities, and any 3 Saving Throws (you can expend 2 Blood Magic Points to learn all 6).

Crimson Casting

You gain the ability to cast certain Necromancy or Transmutation spells using your curse of Blood Magic. By expending Blood Magic Points equal to the spell level of the spell you wish to cast, you can cast spells from the Blood Magic Spells list or the Transfused Body Expanded Spells table without needing any material components.

When you take a short rest, you can also expend any number of Blood Magic Points and regain that many spell levels in spell slots (if you expend 6 Blood Magic Points, you can regain 2 3rd level spells or 1 6th level).

Blood Magic Spells

create homunculus, soul cage, tenser's transformation, regenerate, sequester, glibness, astral projection.

Previous Versions

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