Blood Sorcery (5e Subclass)
From D&D Wiki
Your innate magic manifests through your command of blood (and its equivalents). Sangromancers, as such sorcerers are called, use their own blood to fuel and empower their spells. Later on, this magic extends to their foes, draining vitality and causing them to bleed out more rapidly.
Over time, their bodies have learned to adapt to the frequent exsanguination required to fuel their sorcery. One can easily recognize a sangromancer from his or her ruddy complexion, at least out of combat. The numerous scars over the hands and forearms are also quite telling, unless concealed by robes. Some sangromancers have such an increased level of hematopoiesis that they must do regular phlebotomies lest it result in health problems.
Note: See here for my homebrew of the Sorcerer class which goes with this sorcerous origin.
- Blood Sorcery Bonus Spells
|1st||ice knife, inflict wounds|
|3rd||cloud of daggers, spike growth|
|5th||conjure barrage, vampiric touch|
|7th||giant insect, faithful hound|
|9th||conjure volley, insect plague|
Starting at 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Starting at 1st level, you can admix your blood into your spells, adding raw magical power to them. When you cast a spell that deals damage, you can spend one of your hit dice to deal an additional 1d6 force damage with the spell. This damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
Starting at 6th level, if you would spend sorcery points and you have less than half your maximum sorcery points left, you may spend your hit points instead. You spend 15 hit points per sorcery point.
Starting at 14th level, your control over blood expands, now affecting your foes. Once on each of your turns, when you deal damage to a creature that doesn't have all its hit points with a spell or when you deal damage to a creature with a spell that includes a piercing or slashing damage roll, you can spend a number of sorcery points equal to the spell's level to regain hit points equal to half the damage dealt.
Starting at 18th level, when a creature fails a saving throw against a spell you cast of 1st level or higher by 10 - your Charisma modifier or greater, if it doesn't have all its hit points or if that spell includes a piercing or slashing damage roll, the creature takes additional damage equal to half the spell's damage at the end of its next turn.