Blood Magic

The price of power can be paid in one's own blood and those who practice this ar are riddled wih the scars of experimentation. However, this is a parsley sum to pay for the powers that dwell within the living blood of mortals. Perhaps a practitioner follows this path out of necessity or perhaps because their hunger for power cannot be quenched by ordinary means- whatever the case, Blood Magic forces the users to push their bodies to their mortal limit to acheive the massive power that flows within.

Sanguine Secrets

When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the wizard's necromancy school spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

A Small Price to Pay

At 1st level you learn what a small sacrafice of blood can do. When you roll a ranged or melee spell attack that targets a single target you may sacrafice hit points equal to half your sorcerer level (minimum of 1 and maximum of 5). When you do so you gain advantage on all attack rolls for that casting of the spell.

Rupture

At 6th level you learn to destroy your foes with powerful necromantic energy. Once per day when you kill an enemy with a necromancy spell you may sacrafice hit points equal to 3 times the spell level to cause the enemy to erupt in a necromantic explosion. You may automatically cast fire ball, as a bonus action, centered at 3rd level on the corpse. The damage caused by the fireball is necromantic.

True Sacrafice

At 14th level the energy that flows in your blood can be released into powerful spells. Three times per short rest when you hit with a melee or ranged spell attack you may sacrafice hit points equal to 5 times the spell level to automatically critical hit. This effect cannot double a critical hit.

Blood Vestige

At 18th level you learn an ancient blood rite. As a bonus action you may sacrafice hit points equal to 2 times your sorcerer level to surround yourself with bloody tendrils. Any enemy that starts its turn within a 30 foot radius of you must succeed in a Dexterity saving throw or take 8d6 necrotic damage or half damage on a successful save. The effect lasts 1 minute and can be used once per long rest.

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