TEXT: SORCERER SUBCLASS: PERSONAL BLOOD MAGIC 
  Your magic is the magic within all living blood - and you use 
  none more often than your own. It comes naturally to you, 
  and you find that your blood is strong, and getting stronger 
  the more you draw on its magical power. Most who have their 
  blood continually tapped for magic begin to suffer illness and 
  frailty, but your blood is different in some way. Perhaps your 
  blood is growing stronger the way warriors train their 
  muscles, or perhaps your blood carries a gift made for blood 
  magic itself. Whatever it is, you feel your heartbeat grow 
  stronger and louder with every growth in sanguine power. 
  RESILIENT BLOOD 
  At 1st leveL your blood is infused with resilient life energy, 
  allowing you to draw more from that wellspring. You have 
  one bonus sorcerer hit die. You gain another bonus hit die 
  with the same rules at sorcerer levels 4, 8, 12, 16, and 20. 
  These hit dice do not count for your hit point maximum. 
  In addition, when you finish a short rest, you can choose to 
  regain hit points equal to your Constitution modifier+ half 
  your sorcerer level (minimum 1). Once you do so, you can't do 
  so again until you finish a long rest. 
  When you reach 6th leveL you gain advantage on saving 
  throws made to resist Blood spells and to resist poison. 
  HEMATURGY 
  Starting at 1st leveL you gain the ability to cast beyond your 
  limits by sacrificing the vital life force inside your own blood 
  As a bonus action on your tum, you can spill your own blood 
  and spend up to 5 of your remaining hit dice, but instead of 
  healing you take ld8 damage per hit dice expended This 
  damage doesn't provoke concentration checks and ignores all 
  resistances or immunities. 
  The next sorcerer spell you cast on this tum is also a 
  ,. 
  Blood spell and does not require a spell slot if it would 
  normally expend a spell slot of a spell level equal to or less 
  than the number of hit dice you expended on this feature this 
  tum. You cannot use this feature to cast a spell at a level 
  higher than you have spell slots for (expended or otherwise). 
  You also gain the ability to expend your life force more 
  directly in the pursuit of powerful magic. As a bonus action 
  on your tum, you can choose to expend any number of hit 
  dice you have, gaining 1 sorcery point for each hit die 
  expended This feature cannot increase your current sorcery 
  point total above the maximum for your level 
  You can't expend more hit dice using this feature than half 
  your sorcerer level (minimum 1) before finishing a long rest. 
  BLEED MAGIC 
  At 6th leveL you gain the ability to cast spells when you are 
  wounded, turning the blood spilt from your veins into magic 
  as you bleed When you take slashing, bludgeoning, or 
  piercing damage, or damage from a Blood spe!L you can 
  spend 2 sorcery points and use your reaction to cast one spell 
  that would normally require an action or bonus action to cast. 
  You cast this spell after you take the damage. 
  CRIMSON POWER 
  Starting at 14th leveL you learn how to make use of the blood 
  your enemies have already spilled from you to strengthen 
  your magic beyond its normal limits even as your blood 
  magically shields you from harm. While you have no more 
  BY BENEVOLENT EVIL 
  half your hit points left, you gain a + 3 bonus to AC. When you 
  have this bonus and you roll damage for a sorcerer spell that 
  you cast, you add your proficiency bonus as bonus damage. 
  You can only add this bonus damage once per tum. 
  SANGUINE STORM 
  At 18th leveL you learn how to force your magic into the body 
  of a mortally wounded creature with such ease and force as 
  to create an explosion of magic. When you deal damage to a 
  creature and reduce it to O hit points, you can spend 2 
  sorcery points to cause the creature to explode violently. The 
  target fails one death saving throw automatically. Each 
  creature within a 15-foot sphere centered on the target must 
  make a Constitution saving throw. On a failed saving throw, a 
  creature takes 7 d6 necrotic damage. On a successful saving 
  throw, a creature takes half damage. 
  For the purpose of any other Sorcerer class feature, you 
  treat each explosion from this class feature as if it were a 
  Necromancy (Bloo!;I) spell that you know as a sorcerer. 
  • 
  THE EFFECTS OF REPEATED BLOOD MAGIC 
  Unlike this sorcerer subclass, most people -- even 
  mages -- begin to suffer permament illness or harm 
  to their body after prolonged, repeated use of their 
  blood for blood magic. A random table with the 
  possible results will be found in The lmpermissicon. 
  ( vl.O) FROM fHE IMPERMISSICON 
  D&D UNLEASHED 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/D&D Unleashed/Previews from The Impermissicon/D&D Unleashed - The Blood Sorcerer Subclass.pdf