Sorcerous Origin
Blood Sorcery
Blood Weapon
Starting at 1st level, as a bonus action, you can spend 1 hit die to summon forth a melee weapon you have proficiency with made of your own blood for up to 1 hour. You can choose the form that this melee weapon takes each time you create it. TThis weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage and increases in power as you take levels in this class. You have +1 to attack roll and damage for your blood weapon at 6th level, +2 at 10th level and +3 at 15th level.
Bloodhound
At 1st level, when you hit a creature with your Blood Weapon it leaves traces of your blood on the creature. The traces of your blood last for up to 1 hour before disappearing. While a creature has your blood traces on it you have advantage on Survival checks to track that creature.
Hemomancy
At 6th level, While a creature has your blood traces on it you can use your bonus action to impose one of the following effects;
- Blood Shackle: You can spend 1 Sorcery Point, that creature must make a Constitution saving throw or be restrained till the start of your next turn.
- Blood Curdling: You can spend 1 Sorcery Point, that creature must make a Constitution saving throw or take 3d6 Necrotic damage.
- Blood Curse: You can spend 1 Sorcery Point, that creature must make a Constitution saving throw or have disadvantage on all attack rolls till the start of your next turn.
You can use this feature a number of times equal to your Charisma modifier and regain all uses of this feature after a long rest.
Vampiric Siphon
At 14th level, When you successfully hit a creature with your Blood Weapon, as a reaction, you can heal an amount of hit points equal to half the damage you dealt plus your Constitution modifier. Additionally, you can spend a number of Sorcery Points to roll an equal number of Hit Die and heal the amount rolled. You can do this once per long rest.
Blood Pumper
At 18th level, you can spend 5 Sorcery Points to accelerate your blood through your body to gain the following benefits for 1 minute;
- You gain +2 AC.
- You can attack twice when you take the attack action on your turn.
- You regenerate hit points equal to your Constitution modifier at the beginning of each of your turns as long as you are conscious.
Metamagic Option: Blood Spell
When you cast a spell for which you have a spell slot to cast you can spend 1 Sorcery Point and roll a number of 1d6 equal to two times the spells level. You take the amount rolled minus your Constitution modifier in Necrotic damage and can cast the spell without using the spell slot.
Art Credit
- God Hunt