Blood Sorcery
The process of creating a blood sorcerer is to meld the weave into the blood of a living creature at birth, thus most practitioners of blood sorcery are created through experimentation or through accident. These sorcerers very bloodstream is teaming with magic allowing them to solidify their blood and wield it as a weapon.
Blood Magic
You learn additional spells when you reach certain levels in this class, as shown on the Blood Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.
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 an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.
Blood Spells
Sorcerer Level | Spells |
---|---|
1st | burning hands, detect poison and disease |
3rd | blindness/deafness, enhance ability |
5th | animate dead, haste |
7th | blight, sickening radiance |
9th | cloudkill, contagion |
Blood Weapon
Starting at 1st level, You gain proficiency with medium armor, shields, and martial weapons. As a bonus action, you can spend 1 hit die to summon forth a weapon of your choice for up to 1 hour. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical damage.
When you create a ranged weapon, it creates ammunition made of blood when fired, which vanishes after 1 minute.
When you wield these weapons you can use your Charisma modifier for attack and damage rolls.
Hemomancy
Also at 1st level, when a creature is hit by one of your Blood Weapons it leaves traces of your blood on the creature. These traces of blood last for up to 1 hour before disappearing. While a creature has your blood traces on it you have advantage on Survival checks to track that creature. While a creature has your blood traces on it you can use your bonus action to impose one of the following effects;
- Blood Shackle: The creature must make a Constitution saving throw or be restrained till the start of your next turn.
- Blood Curdling: The creature must make a Constitution saving throw or take 3d6 Necrotic damage.
- Blood Curse: The creature must make a Constitution saving throw or have disadvantage on attack rolls till the start of your next turn.
You can use this feature once and regain all uses of this feature after a long rest. When you reach 2nd level you can sped 2 Sorcery Points to use this feature again without expending a use.
Bloodletting
At 6th level, when you take a short rest and do not have any Hit Die left. You gain back a number of hit die equal to your Charisma modifier up to the maximum amount of Hit Die you have.
You can use this feature once per long rest.
Extra Attack
Also at 6th level, you can attack twice when you take the attack action on your turn or you can replace an attack with casting a cantrip with casting time of 1 action as a bonus action.
Vampiric Siphon
At 14th level, when you successfully hit a creature with your Blood Weapon or a spell of 1st level or higher, as a reaction, you can heal an amount of hit points equal to half the damage you dealt plus your Constitution modifier. Additionally, you can spend a number of Sorcery Points to roll an equal number of Hit Die and heal the amount rolled. You can do this once per long rest.
Blood Pumper
At 18th level, as a bonus action, you can spend 10 Sorcery Points to accelerate your blood through your body at an extreme rate. You can take another turn immediately after your current turn ends.