Sorcerous Origin: Blood Magic

The power of blood has been sought, feared, and admired since the very earliest days of mortal culture. Innumerable societies, many lost to the pages of history but some surviving to this day, have sought to bring forth this terrible power through all manner of schemes. Some fools try to find answers in books, while others beg the gods for their divine insights; you know the truth, however: tt cannot be taught, nor can it be granted. it can only be harnessed and brought forth through force of will and personal mastery.

The Blood Mage

Blood magic is a dangerous craft used to convert one's very vital essences into arcane potential, and vice versa. The risks to the user are great, but by tapping into the great well of power within the practitioner can bolster their magical capacity beyond imagination, altering the very rules imposed by the universe.

Well of Blood

When you choose this sorcerous origin at Level 1, your vital essences strengthen to prepare for the rigors that lie ahead. Your hit point maximum increases by one, and increases by 1 again whenever you gain a level in this class. You also gain resistance to necrotic damage as your mastery over your essences manifests.

Fill the Well

Starting at Level 1, you unlock the basics for converting raw arcane potential into personal vitality. As an action, you may expend a spell slot to regain hit points. Gain 1d6 hit points per level of the spell slot expended, plus your consitution modifier. For example, if you expend a level 2 spell slot to fuel this ability and have a constitution score of 14, you would regain 2d6 + 2 hit points.

Sanguinic Wellspring

At level 6, you begin to harness the deep power of your blood. During a short rest, you may expend up to half of your sorcerer hit dice to regain spell slots. Choose the number of hit dice you wish to expend, then roll them all at once. Reduce your maximum hitpoints by the total rolled on the hit dice, and gain a number of spell slots with a combined level equal to the number of dice rolled. If you gain spell slots in this way, you cannot regain hit points by expending hit dice during that same short rest. By using this technique, you may have more spell slots available than would normally be granted by your class. If unused, these spell slots disappear after a long rest. You also regain maximum HP lost to this feature after your next long rest. By using this ability, you may gain more maximum spell slots than you would normally have access to. For example, a level 6 sorcerer could expend 3 hit dice and have 7 level 1 spell slots available, or 4 level 3 slots.

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Sanguine Enrichment

At level 14, when using metamagic options on your spells, you can fuel them with your life instead of sorcery points. Instead of spending sorcery points, you may instead reduce your current hit points by 1d4 per sorcery point required when using a metamagic option you know on a spell. When using this ability you may apply any number of metamagic options you know to a spell, but you cannot also use sorcery points during that casting.

Blood Ascendant

At level 18, you have unlocked the full potential of your blood. When you cast a spell, as a bonus action you may boost its power with your own vitality beyond what would normally be possible. When casting a spell that can be scaled to higher levels, you can bolster the effective level at the cost of your own life. After expending the desired spell slot to cast the spell, you may then further boost its effective level by expending a number of sorcerer hit dice equal to the number of levels you wish to upcast the spell. Roll 1d6 for each hit dice expended in this way and reduce your current hit points by an amount equal to the result. Further, you permanently reduce your maximum hit points by 1. This hit point reduction can only be recovered by using the Wish spell, or if your body is utterly destroyed and brought back with True Resurrection. Using this feature, you may boost a spell's effective level beyond level 9. For example: you can expend a Level 8 Spell slot to cast disintegrate. You could then expend 10 hit dice to boost the spell's effective level to 18 while reducing your current hit points by 10d6 and your maximum hit points by 1.