Blood Sorcery, Variant (5e Subclass)
From D&D Wiki
Description: All creatures bleed, and you are no exception. But you are capable of using it to your advantage. You are a creature of blood, for your innate magic comes from the very crimson fluid the courses through your veins. From gaining resilience to poisons, to empowering your spells with your own crimson, you understand that blood is power. And if used properly, you'll make your enemies bleed a lot more than you.
Bloody Fortitude: At 1st level, your hit point maximum increases by 1, and increases by 1 whenever you gain a level in this class. In addition, your magic-infused blood grants you advantages against being poisoned. You gain resistance to poison damage, and have advantage on saving throws against being poisoned.
Bleeding Empowerment: Starting at 1st level, you gain the ability to infuse your magic with your blood in order to enhance it's potency. When you cast a spell, you can spend 1 hit die in order to take necrotic damage equal to your Sorcerer level. This damage ignores resistance and immunity. Then, you can activate one of the following effects:
- Increase the damage of that spell equal to that amount.
- If the spell requires a saving throw, all affected creatures have disadvantage on the save.
- If the spell has an attack roll, you gain advantage on the roll.
- If the spell is has ranged attack, you can extend the range of the spell by a number of feet equal to your level rounded down to the nearest number divisible by 5. For example: If your a 6th level Sorcerer, and you cast a spell with a range of 120 feet and use this feature, you can extend the range to 125 feet.
Arcane Infusion: Beginning at 6th level, you gain the power to convert your life force into additional Sorcery Points. As an action, you can reduce your hit point maximum by an amount up to your level, and then gain that amount in Sorcery Points. You cannot gain more Sorcery points that your maximum allows for.
Blood Purity: Starting at 14th level, your innate magical essence has augmented your body to reject all forms of blood poisoning. You gain immunity to poison (both the damage and the condition) and diseases. Furthermore, when you make a Constitution saving throw to take half damage, you instead, take no damage on a successful save, and half as much damage on a failed save.
Unbleeding Body: Starting at 18th level, the magical essence of your blood augments your physical body into a instrument of undying energies. You can no longer be aged magically, and you gain advantage on all Constitution-based saving throws. Furthermore, you gain the ability to heal others via the transferring of your own magical essence into them. As an action, you can spend a number of Sorcery Points to heal 1 target within 30 feet of you by an amount equal to 5 x the amount of Sorcery Points spend. In addition, for every 10 hit points the target gains, you can choose to end 1 Condition they are currently affected by. For each point you spend for this ability, you take 1 point in necrotic damage, and your overall hit point maximum is reduced by that amount until you finish a short or long rest.