Sorcerous Origin

At 1st level, a sorcerer gains the Sorcerous Origin feature. The following option is available to a sorcerer, in addition to those offered elsewhere.

Blood Magic

Some creatures when gifted magical powers, either from birth or through a wild magical event, have their blood corrupted with magical energy. These individuals can harness the corrupted energy within their blood to a greater degree than other sorcerers and thus create a slew of new effects from this. Your self sacrifice for the great feats you can perform is a testament to your commitment to the arts. Though some would consider Blood Magic unnatural, its energies are too powerful to be ignored by all.

Sacrifice

Starting at 1st level you can prick your skin to release some of your corrupted blood. As a bonus action take 1d4 piercing damage as a small droplet of blood begins to float around your body. This droplet is called a Blood Mote. You can have a maximum of 5 Blood Motes floating around you at once. Each Blood Mote lasts a maximum of 8 hours, before they lose their form.

When you gain access to the Font of Magic Sorcerer feature, you can immediately convert a Blood Mote into 2 sorcery points.

Bloodcasting

Starting at 1st level you can choose a number of spells equal to your Charisma modifier from the Bloodcasting spell list at the end of this class. These do not count against your Sorcerer spells known and can only be cast through the use of Blood Motes. Each spell level costs 1 Blood Mote. Each time you gain a level in this class you can swap out one of your spells from this list. When your Charisma increases you can also learn a new spell. You cannot learn or cast spells higher than a level for which you have spell slots.

Haemorrhage

Starting at 6th level you can spill greater amounts of blood from the enemy. Pick any number of targets damaged by a spell or attack from yourself, spending 1 Blood Mote per target. Each target suffers a bonus 2d10 damage, of the same type they originally suffered, at the end of their next turn as the Blood Mote flies towards the target and replicates the spell on a small scale.

Transfusion

Starting at 14th level you can begin to reclaim spent blood in a sense. When targets suffer damage from your haemorrhage ability you gain a number of temporary Hit Points equal to the damage dealt, provided the target has blood. If you already have temporary Hit Points these replace those if they are higher, otherwise you gain nothing.

Preservation

Starting at 18th level you conserve blood even better. Whenever you take piercing or slashing damage you gain a bonus Blood Mote, including from your own Sacrifice ability.

You can also have up to 10 Blood Motes at any one time.

Finally, your Haemorrhage damage is increased by your Charisma modifier.

Bloodcasting

Spells are found on the following page. https://homebrewery.naturalcrit.com/share/EbcX4wbo