Subclass Features
As a Blood Magus Sorcerer, you gain the following features:
1Origin Spells
You may choose one origin spell from each level and add it as an extra spell to your known spell list.
| Sorcerer Level |
Spells | |
|---|---|---|
| 1st | Blackblood (DAPC) | Bloodburn (DAPC) |
| 3rd | Blood Seal (DAPC) | Vamprie's Kiss (DAPC) |
| 5th | Animate Blood (DAPC) | Bloodsight (DAPC) |
| 7th | Draining Thread (DAPC) | Sanguine Sanctum (DAPC) |
| 9th | Bloodcurse (DAPC) | Enervation |
1Metamagic
Add the following four metamagics to your list of metamagic options:
Artificial Blood
When you would cast a spell with the Hemomancy tag, you may spent 1 sorcery point to cast the spell without spending hp. It counts as spending the minimum hp for that spell.
Blood-Powered Spell
When you would cast a damaging spell without the Hemomancy tag, you may spend 1 sorcery point to give it the Hemomancy tag. It deals additional damage equal to the hp spent.
Stretch Spell
When you would cast a spell targeting yourself (but without a range of "self"), you may spend 3 sorcery points to target an adjacent creature as well as yourself with the spell. You may not use this on a spell that requires concentration.
Overdrive Spell
When you would cast a spell with the Hemomancy tag, you may spend 1 sorcery point to ignore the maximum hp cost of the spell.
1Deathgrip on Life
Your unexpected return to life gives new understanding of blood's power. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
3Bloodseeking Spell
At 1st level, your blood powers spells more potent than those of other spellcasters. When you cast a sorcerer spell of 1st or 2nd level, you can choose to deal 1d6 points of damage to yourself to either gain advantage on all attack rolls of that spell or impose disadvantage on saving throws for on all targets of the spell.
Damage done to yourself with this feature can't be prevented or reduced in any way, and doesn't cause a Constitution save to maintain concentration on a spell.
When you reach certain levels in this class, you can increase the damage that you deal to yourself in order to intensify higher level spells. If you take 2d6 points of damage, you can affect spells of 3rd or 4th level. If you take 3d6 points of damage, you can affect spells of 5th level.
3Blood Magics
At 1st level, you blur the lines between life energy and magical power. You can use your bonus action to deal damage to yourself and store it up as temporary sorcery points that must be spent on a Metamagic option before the end of your turn. For every 1d6 damage you deal to yourself in this way, you gain 1 temporary sorcery point. Damage done to yourself with this feature can't be prevented or reduced in any way, and doesn't cause a Constitution save to maintain concentration on a spell
6Blood Draught
At 6th level, you learn how to store pure life energy in your blood and access it in times of need. As an action, you regain a number of hit points equal to your sorcerer level.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
10Metamorphosis
You gain two metamorphosis forms: Blood (as described below) and Necrotic.
Blood
You are able to transform your body into just blood, your organs visible as small chunks in the mass of fluid.
Blood Born: You are immune to bludgeoning damage and have vulnerability to cold damage.
Fluid: You can enter a 1 inch gap without squeezing.
One with Blood: When you cast a spell with the Hemomancy tag, the effective number of hit points spent is doubled for the results of the spell, but not the amount actually spent.