Blood Sorcery

While many admire magic users for their brilliant displays of arcane arts, few speak of the darker origins of magic in the Forgotten Realms. You see, not every magic user's abilities are majestic or wondrous. Some sorcerers have access to unspeakably grotesque magic, which is just as powerful as it is terrifying. By drawing upon the life-sustaining power their own blood, these mages have obtained unheard of power over their bodies.

Blood Sense

At 1st level, your senses are fine-tuned to allow you to sense the presence of blood nearby. As an action, you can sense whether any living creatures with blood in their bodies are present within 120 feet of you for 1 minute. This feature reveals the creature's location, size, and current hit points.

Once you have used this feature, you cannot use it again until you finish a short or long rest.

The Ultimate Price

Starting at 1st level, you gain the power to use your own blood as the catalyst for your magical ability. Whenever you are below maximum hit points, you can cast spells without material components. If you cast a spell that requires a material worth a certain amount of gold pieces, you choose to use your blood instead. Doing so requires you to lose 1 hit point for each 10 gp the component is worth.

Bleeding Magic

Once you reach 6th level, you can harm yourself to enhance your magical abilities. After you cast a spell but before the outcome is determined, you can spend 2 sorcery points to roll one of your hit die. You take damage equal to the result, but you also can add the result to your attack roll or to the DC of the saving throw for one creature.

The damage you take cannot be reduced or blocked in any way. You can only use this feature once per spell.

Art Credit: Renderrs

Blood Transfusion

Upon reaching 14th level, you can infuse creatures with your own blood to override their bodies. As an action, you can spend up to five Sorcery points and choose a creature within 30 feet of you that is below its maximum hit points. Roll a number of your own hit die equal to the number of Sorcery points spent. You take the result in necrotic damage as your blood pours out of your veins. This damage cannot be reduced or blocked in any way.

If the target is a friendly creature, they regain hit points equal to double the damage taken.

If the target is a hostile creature, they must make a Constitution Saving Throw against your Sorcerer spell save DC as your blood fills their veins. If the target is below their maximum hit points, they have disadvantage. On a failure, the target takes double the result in necrotic damage and is restrained. On a success, they take half damage and are not restrained. At the end of each of its turns, a restrained target can make another Constitution saving throw. On a success, the effect ends on the target.

Pure Blood

The overflowing magic in your blood grants you enhanced vitality. You gain the following benefits:

You are immune to disease and poison.

You cannot be aged by natural or magical means. You can still die of old age, but your lifespan determined by your race is doubled.

You regain all of your hit die after a long rest.

Your blood can now be converted to components at 50 gp per 1 hit point.