Blood Alchemy
Sometimes the spark that fuels a sorcerer's magic comes from concerted scientific effort and lack of caution. Through a mixture of profane ritual and alchemical experimentation, mundane mortals have succeeded in infusing innate magical energies into the bodies and blood of their subjects. Perhaps your ancestor was one of these test subjects. Or perhaps your own mad experiments have imbued you with this occult power.
By manipulating this vital fluid, the Blood Alchemist is able to wrest arcane power from their own life force. As such, the Blood Alchemists, with their blending of power and pain, are seen as dangerous oddities by other arcane casters.
Having a body infused with alchemical experiments can distort your physical presence. At your option, you can pick from or roll on the Blood Alchemist Quirks table to create a quirk for your character.
Blood Alchemist Quirks
| d6 | Quirk |
|---|---|
| 1 | You bleed profusely when injured (though you don't suffer any other ill effects) |
| 2 | You are compelled to taste the blood of your victims. A pint or two is plenty. |
| 3 | Threads of blood swirl in the air around you when you cast spells, and trail behind your somatic gestures. |
| 4 | Your veins have a tendency to pulse and glow in rhythm with your heart beat. |
| 5 | Your eyes turn dark red and weep bloody tears when you get emotional. |
| 6 | Your skin is sallow or unusually pale for your race, as if you are anemic or sickly. |
Alchemical Protection
When you choose this Sorcerous Origin at 1st level, your magically infused blood protects you from harm. The Arcane magic flowing in your blood makes you immune to disease.
Additionally, whenever you aren’t wearing armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.
Blood Potency
Your blood is a potent conduit of magical power. At 1st level, you may open a wound on yourself as a bonus action, sacrificing hit points equal to your sorcerer level to activate blood potency. While blood potency is active you gain the following benefits:
- The sacrificed blood acts as an arcane focus for your spellcasting.
- You may use Constitution instead of Charisma for your Spellcasting ability.
- You gain a bonus to your AC equal to your Constitution modifier (minimum of +1).
- When you cast a cantrip, you may add your spellcasting modifier to any damage dealt.
Blood Potency lasts for 1 minute, until you fall unconscious, or you until you choose to end it as a free action.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Vicious Heme
Starting at 6th level, your arcane blood feeds into your more violent impulses. Once on you turn after making an attack roll, you can spend 1 Sorcery point to make one additional attack with a melee weapon you are holding.
At 14th level, you can spend a 2 Sorcery points to make two additional melee weapon attacks, instead of one.
Alchemical Restoration
Starting at 14th level, you can manipulate the font of raw magic in your blood to heal your injuries. As a bonus action, you may spend 2 sorcery points to regain hit points equal to 2d6 + your Constitution modifier.
You can use this feature multiple times as part of the same bonus action, as long as you have the required sorcery points. If you would gain hit points in excess of your maximum health, you gain temporary hit points equal to the remainder.
Blood Primacy
At 18th level, your blood has coalesced into a powerful magical reagent. You no longer need to sacrifice hit points to utilize your Blood Potency feature.
Additionally, you can choose to activate your blood potency when you roll initiative (no action required by you). On the first turn your blood potency is active, you can take one additional action on top of your regular action.
