Level 1: Command
Level 3: Vampiric Touch
Level 5: Haste
Level 7: Death Ward
Level 9: Hold Monster
Level 11: Create Homunculus
Level 13: Regenerate
Level 15: Dominate Monster
Level 17: Power Word Kill
Starting at 1st level, your Mage Armor adds your Strength modifier (max of +3) instead of Dexterity as your control of your blood has toughened your body. Additionally, you Master one type of melee weapon. You count as proficient with that weapon and gain either the Mastered weapon’s Signature Mastery or the “Specialist” Mastery Property. Whenever you finish a Long Rest, you can refocus your reflexes and change the kind of weapon you choose. While holding your chosen weapon you can use it as a Spellcasting focus for your Sorcerer spells.
You also gain proficiency in the Athletics skill or any one skill of your choice if you already have it.
Mastery Ability
Strength is your Mastery ability for your weapon masteries, meaning you use your Mastery ability modifier when setting the DC for a any masteries that impose a saving throw.
Mastery Save DC = 8 + your Proficiency Bonus + your Mastery modifier
Beginning at 1st level, your mastery over your circulation has granted you the ability to exceed your physical limitations. As a reaction to taking damage or as a bonus action on your turn, you can extract your blood and harden it around your body. Roll an amount of d6’s of your choice up to your Sorcerer level. Reduce both your hit points and maximum hit points by the rolled amount and gain a blood ward with twice the amount of health lost plus your spellcasting modifier in hit points. Whenever you would take damage (including any damage taken triggering this effect), the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. You can not create another ward in response to this damage. The ward dissipates after 10 minutes.
When your blood ward is depleted you regain the max hit points you lost to its creation.
When you reach 6th level, your Sanguine Sorcery gains the following features:
Bloodshot
On your turn when you take any action other than cast a spell, as a bonus action or as part of the bonus action used to activate your blood ward, you can make a melee weapon attack against a creature you can see within 10 ft of you as your blood magically lashes out at them. This attack deals 1d6 Piercing damage on a hit and benefits from the Follow-Through, Maim, Push, Slow, or Specialist mastery (your choice of one).
If your blood ward is active this attack deals an additional 1d6 Piercing damage, and when you make the attack you may expend your blood wards hit points to increase the attack's reach and add additional masteries from it's list. For every 3 points spent this way, you increase the reach by 10ft and add one additional mastery.
Blood Rage
Once on your turn when you hit with a melee weapon attack, you may coat your weapon with your Blood Ward. Choose a number up to your spellcasting modifier. Your Blood Ward’s health is reduced by an amount equal to the number chosen, and the attack deals a number of d4s in additional piercing damage equal to the number chosen.
You can choose to instead spend 2 points for each die to increase the dice to d6s, 3 points for each die to increase the dice to d8s, or 4 points for each die to increase the dice to d10s.
Blood Rush
On your turn, you may increase your movement speed by rending your blood ward. You can cause your blood ward to lose hit points equal to up to twice your Strength modifier to increase your speed by 10ft for every 2 hit points lost.
Starting at 6th level, your mastered weapon gains an additional Mastery Property. The Property can be the “Specialist” property or one property from that weapon’s available Mastery Properties. Alternatively you may choose to instead master 2 melee weapons, each either gaining their Signature Mastery or the “Specialist” Mastery Property. Whenever you finish a Long Rest, you can refocus your reflexes and change the chosen Mastery Properties or the kind of weapon(s) you choose.
When you reach 14th level, as an action choose two creatures you can see within 30 feet of you; a donor and a recipient. You can move hit points from the donor to the recipient. You can not target a willing creature as the donor if they are bloodied nor can you use this effect to reduce such a creature to the bloodied state. An unwilling donor instead makes a Constitution saving throw, or take 4d8 necrotic damage, or half as much on a success. The recipient gains an amount of hit points equal to the damage dealt. If you choose yourself as the recipient, you gain only half as many hit points from willing donors.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Additionally your Sanguine Sorcery gains the following feature:
Blood Bond
As an action you can choose a friendly creature within 60 feet of you to bond your blood ward to. Any time the bonded creature would take damage, the damage is instead halved and dealt to both the bonded creature and the blood ward. If the blood ward is destroyed by this damage, any remaining damage is dealt to the bonded creature.
If the bonded creature is ever separated more than 60 feet from you, if you bond to a different creature, or whenever you choose the bond is broken.
At 18th level, when you lose your blood ward you may choose to regain the hit points you lost to its creation. These hit points are regained before any damage that would carry over from your ward would affect you.
Once you benefit from this feature you must finish a long rest before you can do so again.