Sorcerous Origin

Blood Magic

"I have real power - no one could keep me chained, because my blood can transform iron into water. I could walk through walls if I needed, and now - now I know I can throw my mind into another's, and how easy, then, would it be to unlock any cage?" -- Josephine, Blood Mage

The essence of life force, while often fragile and ephemeral, holds a great potential within that can fuel spellcraft in a way that most practitioners of magic can only imagine. This practice is known as Blood Magic, and can provide magical talents to any who seek a quick path to power. However, this does not come without cost, as the user must sap their very own vital essence in order to cast spells.

Blood Mages are usually characterized by numerous scars, thick veins, bloodshot eyes, an emaciated look, or abnormal scarlet hues that color the spells they cast. They tend to carry a reputation for being hard to harm and kill as their abilities nearly inure them to pain. The use of blood magic also draws the attention of demons, who are eager to cater to a blood mages baser desires for power and pleasure or simply to consume the powerful life forces they carry.

Blood Magic cannot simply be learned as it must come from an ancient sacrificial rite, survival of an intensely traumatic experience that would break most people, or even bestowed by a capricious demon with a sinister motive.

Life Tap

At 1st level, you can convert your blood or life force into raw magical energy ripe for use casting spells. As a bonus action, you can gain up to a number of Sorcery Points equal to half your level (minimum of 1). You can immediately convert any Sorcery Points gained through this use of Life Tap into spell slots as though you were using the Flexible Casting feature.

For each Sorcery Point you gain this way, your current and maximum hit points are reduced by 3 until you take a long rest. If this feature would cause your maximum hit points to be reduced to 0, the Life Tap does not occur and you fall unconscious for 1 round. Any sorcery points gain this way are lost at the end of a long rest.

Ritual of Scars

Beginning at 1st level. you can perform a rite that draws upon a creatures inner reserve of stamina to fortify itself or another. After 10 minutes of concentration, you or a single willing creature adjacent to you can spend any number of hit dice. A creature of your choice within 30 feet then gains temporary hit points equal the total sum of the rolled dice + its Constitution modifier.

Also, your hit point maximum increases by 1 and you gain another hit point each time you gain a level in this class.

Sanguine Shower

At 6th level, you become able to weaponize your blood by infusing it with magic and then rapidly firing it your unsuspecting foes. As an action, you can spend a sorcery point to deal 1d6 necrotic damage per sorcerer level to yourself. This damage cannot be reduced or prevented in any way. If you are rendered unconscious by using this feature, you automatically fail your first death save. Each creature in a 15 foot cone originating at you must make a Dexterity saving throw against your spell save DC. A creature takes piercing damage equal to the damage you inflicted on yourself on a failed save, or half as much damage on a successful one.

Additionally, you may spend another sorcery point to change the damage type of your Sanguine Shower to fire, lightning, or cold, or increase the size of the cone to 30 feet.

Coagulation

Starting at 14th level, your spilled blood starts to flow back into your body, sealing your wounds. When you take damage, you can use your reaction and a sorcery point to gain three times your Constitution modifier in temporary hit points.

Additionally, you have advantage on death saves and whenever you are stabilized, you can immediately spend hit dice as though you had taken a short rest.

Bloodbending

At 18th level, your ability to manipulate blood and life force has peaked, allowing you to puppet others through the very blood that keeps them alive. You spend 1 sorcery point to cast the command spell, 3 sorcery points to cast the crown of madness spell, 5 sorcery points to cast the hold monster spell, or 7 sorcery points to cast the dominate monster spell.

Spells cast by using this feature cause their targets to make Constitution saving throws instead of the saving throws normally used by them. These spells automatically fail when targeting creatures without blood (such as constructs, or most undead), creatures with an alien anatomy (such as mind flayers or other aberrations), or gargantuan sized creatures.