Blood Magic
Hit Points
Hit Dice: d6 per Blood Magic level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Subclass Options
While many sorcerers inherit their magic from some aspect of their bloodline, your blood itself is the source of your magical powers. Perhaps somewhere in your heritage you are related to a powerful vampire lord, or maybe your family was tricked by a hag when they asked her for great magical power. You could have been the unwilling subject of a dark, diabolical experiment, or have voluntarily sought out this cursed ability of your own accord. Because your blood is your magic, and your magic is your blood, the two grow to be interchangeable for you, and you learn how to exert greater control over your spellcasting than other sorcerers. But blood magic demands sacrifice, and sanguine sorcerers know that when they use their powers they take their lives into their own hands.
Origin Spells
You learn origin spells at the sorcerer level listed. If the spell is not ordinarily on the sorcerer spell list, it is nonetheless a sorcerer spell for you.
Blood Magic Spells
Class Level |
Spell |
1st |
life leech |
3rd |
coagulate |
5th |
bloodhound |
7th |
crimson impaler |
9th |
crimson rain |
Enchanted Blood
Your enchanted blood is more resilient and thicker than regular blood. Your maximum hit points increases by 2 at 1st level, plus an additional 1 hit point for each sorcerer level beyond 1st.
Blood Magic
Starting at 1st level you can sacrifice your vitae in place of expending magical energy when casting spells. Any time you cast a sorcerer spell or expend sorcery points, you can instead choose to expend 1 or more hit dice to power the effect. Roll the hit dice you expended without adding your Constitution modifier (as you would if using them to regain hit points during a short rest). As long as the total rolled is equal to or greater than twice the level of the spell you cast the spell without expending a spell slot or using sorcery points. Each sorcery point counts as one spell level for this calculation (for example casting a 1st level spell and spending 1 sorcery point on it would require a roll of 4 or higher). If your hit dice roll does not meet or exceed this minimum, your current and maximum hit points are reduced by the remainder. You regain these lost hit points after completing a short rest.
Fill the Well
Starting at 1st level, you can convert magical power into personal vitality. As an action you may expend a spell slot to regain hit points. You regain a number of hit points equal to your Constitution modifier, plus an additional amount of hit points equal to 1d6 per level of the spell slot you sacrifice.
Blood Evocations
The curse that lies on your blood cares not for mortal definitions of magic. Starting at 6th level you may choose four spells of 3rd level or lower from any class spell list to become your Blood Evocations. You know these spells and they do not count toward your known spells. You may cast these spells at any level you have the required spell slots for, but they do not consume those spell slots. Instead, when you cast one of your Blood Evocations you take 1d12 necrotic damage for each level of the spell slot used. This damage is not mitigated by resistance or immunity.
Lifeblood
Starting at 14th level, your dark blood can bring creatures back from death. As an action, you can return to life a willing creature that has been dead for no more than a day by spilling your own blood onto it. When you do, you reduce your current and maximum hit points by 2d10+5, and gain a level of
exhaustion. The target returns to life with hit points equal to twice the amount of hit points you lost.
This ability can't restore missing body parts, but may restore a non-skeletal undead creature to life. Your maximum hit points return to normal when you finish a long rest.
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.
Blood Magic Spells
Life Leech
1st level necromancy
Casting Time: 1 reaction
Range: 60 feet
Components: S
Duration: Instantaneous
You drain the blood and life energy from a creature in its last moments. When a creature dies within range, you regain a number of hit points equal to 1d12 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d12 for each slot level above 1st.
Coagulate
2nd level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S, M (a drop of the target's blood)
Duration: 1 hour
You magically imbue the target's body with an unnatural resistance to bleeding. For the duration, the target has resistance to all nonmagical piercing and slashing damage, but magical healing restores only half as many hit points as normal.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the target has resistance to all piercing and slashing damage.
Bloodhound
3rd level divination
Casting Time: 1 action (ritual)
Range: Self
Components: V, M (an ounce of blood from the target, which the spell consumes)
Duration: 1 day
You mix your own blood with that of another creature to conjure a terrifying, spectral bloodhound that is bound to you both. The hound is loyal to you and always knows the direction and distance between it and the creature whose blood you used in its summoning, as long as it is on the same plane of existence as the target. It can move up to 90 feet toward the target of the spell, but can take no other actions. If the creature is moving, it knows the direction of their movement.
While the hound is within 500 feet of the target, the target can sense its location and the direction of its movement in the same way as it can sense theirs.
Crimson Impaler
4th level necromancy
Casting Time: 1 action
Range: 60 feet
Area: 10-foot radius cylinder
Components: S, M (a ruby worth at least 100gp)
Duration: 1 minute (concentration)
Blood wells from the ground in a 10-foot radius centered on a point you can see within range, forming a hideous crimson pool. Long spikes of crystalline blood erupt from the pool, and all creatures within the area at the time of casting must succeed on a Dexterity saving throw or take 5d12 piercing damage and become
restrained. On a success, a creature takes half as much damage and is not
restrained.
Any creature that ends its turn within the radius of the pool takes 2d12 necrotic damage.
A creature restrained by the spikes can use its action to make a Strength or Dexterity saving throw (its choice) against your spell save DC. On a success, it frees itself.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the piercing damage increases by 1d12 per slot level above 4th.
Crimson Rain
5th level necromancy
Casting Time: 1 action
Range: 60 feet
Components: S, M (the fresh heart of a beast, which the spell consumes)
Duration: 1 minute (concentration)
You target the dead body of a Small or larger creature within range. The target's body rises into the sky and explodes, showering the surrounding area in cursed blood and viscera. The radius of the spell depends on the size of the creature used. A Small creature creates a 5-foot radius effect, a Medium creature creates a 10-foot radius effect, a Large creature creates a 15-foot radius effect, a Huge creature creates a 20-foot radius effect, and a Gargantuan creature creates a 30-foot radius effect.
All creatures within the radius of the spell must make a Constitution saving throw. On a failure, they take 4d10 necrotic damage and become cursed. While cursed, they cannot regain hit points and take an additional 1d6 necrotic damage whenever they take bludgeoning, piercing, or slashing damage.
A creature can repeat the saving throw at the end of each of its turns, ending the curse on a success.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the initial necrotic damage increases by 1d10 per slot level above 5th.