Sorcerer
Base Class: Sorcerer

The Sanguine sorcerer has a unique relationship with blood. While other Sorcerers draw power from their bloodline, Sanguine sorcerers draw power from their blood itself. The ability to do so is hereditary, and frequently will not manifest for generations. This manifestation generally occurs under times of extreme stress, when the Sorcerer is unable to help themselves or another. This type of extreme stress causes the dormant power of the blood to be awakened, and the new Sorcerer takes their first steps. The power of the Sanguine sorcerer's blood is taboo in most civilized societies, and causes those who know of it to be wary of the user.

Sanguine Sorcery

As a bonus action, you can consume a number of hit points to gain a temporary spell slot. The number of hit points varies by spell level, as listed below. A spell slot created by this ability lasts 1 minute, or until consumed. Spell slots created by this feature can be consumed for sorcery points, though at a reduced rate of half the normal amount, rounded up. The damage dealt by this feature is necrotic, cannot be reduced in any way, and ignores temporary hit points, other than those granted by your Blood Pooling class feature.

  • 1st level- 3 hit points
  • 2nd level- 7 hit points
  • 3rd level- 11 hit points
  • 4th level- 15 hit points
  • 5th level- 19 hit points

Blood Fortitude

You gain 1 additional health point at first level and each level you take in this class. Additionally, at 6th level, you gain resistance to poison damage and advantage on Constitution saving throws against poison and disease.

Versatile Blood

Your blood allows you to modify your spells in many different ways, though at the cost of your health. At 6th level, you gain the ability to use metamagic abilities you do not know with spells that you cast, as well as using your life essence to fuel the metamagic if you know it, rather than sorcery points. When you use this ability with a metamagic you know, you can choose to replace the cost in sorcery points with hit points, at a rate of 2 hit points per sorcery point. When you use this ability with a metamagic you do not know, you must spend the sorcery points, as well as 3 hit points per sorcery point spent. Any damage dealt by this feature cannot be reduced in any way, and ignores any temporary hit points, other than those granted by the Blood Pooling class feature.

Blood Pooling

At 14th level, you gain the ability to use others pain to protect you and power your abilities. As a reaction, when a creature within 10 feet of you that has blood takes piercing or slashing damage, you can absorb half of the damage dealt as temporary hit points. These temporary hit points last up to one hour, and can be used to power your Sanguine Bloodline abilities. You can use this ability a number of times equal to 1+ your Constitution modifier (minimum 1) per long rest.

Blood Siphon

At 18th level, you can use the blood of those around you to cheat death. As a reaction when you are reduced to 0 hit points, you can expend 5 sorcery points to cause a wave of blood to erupt from your body. Each creature with blood within a 15 foot sphere, centered on you, must make a Con save against your save dc, taking 4d12 necrotic damage and being stunned until the end of your next turn on a failed save, or taking half the damage on a successful save. You heal for half of any damage caused this way, up to half of your maximum hit points.

Previous Versions

Name Date Modified Views Adds Version Actions
11/27/2021 6:43:00 PM
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