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- Blood Sorcery - A subclass of sorcerers

Blood Sorcery - A subclass of sorcerers
About This Mod
Unleash the rampant, vitalizing power of your own blood to fuel destructive spells in a new subclass of Blood Wizard. Unlike typical sorcerers who use distant ancestral powers, Blood Sorcerer draws power directly from his own life force. For every spell cast, you have to pay, sucking life essence in exchange for unmatched magical power. This painful compromise makes them fragile, but their increased power can turn the tide of battle in a flash. Will you accept the sacrifice and use your life force as a weapon?
Features:
This mod adds a new subclass for the sorcerer: Blood Sorcery. This subclass controls the bleeding effect and the bloodstream by applying buffs when the caster bleeds out and strengthening spells if enemies are bleeding or bleeding.
He adds 12 new spells with custom visuals and icons to complement this style of play, focusing on bleeding effects, self-harm, and blood surfaces. Wizards, Monster Warlocks, Ancient Great Warlocks, and Sorcerers can access these new spells.
Kantrips
Bloody Arrow: You release a charge of your blood at the target, dealing 1d12 necrotic damage and 2d4 necrotic damage to the caster.
Bloody victim: You bleed to potentially (CON-Save) bleed the target. If the target bleeds, it drops a pool of blood on the ground. Also, drop a pool of blood below the caster.
Bloody Needle: Slows the target's movement speed by 10 feet and 1d10 for necrotic damage. The caster takes 1d4 necrotic damage.
1st-level spells
Bloodbath: Causes bloody rain, bleeds all creatures nearby, and deals 1d4 necrotic and 1d4 necrotic damage to the caster.
Bloody rebuke: Respond to the next attacker with a bloody attack, dealing 2d10 necrotic damage. If the caster bleeds, 3d10 is done.
2nd-level spells
Bloodspike: Transforms blood under a target to empty it and deal 4d10 necrotic damage. It can only target those who stand on the surface of the blood.
Bloody Beam: Fire 3 beams of blood. Each ray deals 2d8 necrotic damage. Each ray deals 1d6 necrotic damage to the caster. Caster damage is ignored if the caster bleeds out.
3rd-level spells
Bloody Feast: Deals damage to all 4d6 targets for necrotic damage around the caster within 10 feet of the target. Heals the caster for half of the damage done.
Crimson blast:
4th-level spell
Bloodstorm: Release a ball of your blood from your fingers that explodes upon contact, decomposing the flash of everything around you (10d6 necrotic damage) within 15 feet. Deals 1d8 necrotic damage to the caster for each target hit. Half the damage if the caster bleeds.
5th-level spell
Dead Man's Grip: Blood tentacles rise from the blood, attacking and restraining the characters standing on the surface of the blood. The surface of the blood disappears after the spell. 8d8 take necrotic damage and impose 1-turn deterrence within 12m.
6th-level spell
Crimson Leech: Drains Target Blood If necrotic damage 12d6+40 reduces the target to 0 hit points, it breaks into scattered ash. Deal 40 necrotic damage to the caster. No damage if the caster bleeds.
Features
subclass Level 1 Features
Sacrificial spell: The spells you cast and the attacks you make ignore resistance and immunity to necrotic damage.
The Grim Harvest
Hemomantia: an advantage when dropping an attack for bleeding
Features of Level 6
Blood Magic: When you cast a spell that deals necrotic damage, you add a charisma modifier to it.
Blood vitality: In combat, if an owner stands on the blood surface at the beginning of his turn, he heals CantripD4.
Features of Level 11
Bloody homing: An advantage when shooting attacks against bleeding targets.
Blood Strength: You deal additional 1d6 necrotic damage when bleeding.
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