LivingBlood (Droogan)

*Some sorcerous bloodlines carry with them great unknowable magic. Arcane powers so vast that no wizard could hope to wield them but no sorcerer could ever wield to their full breadth. This dichotomous contradiction drove a particular hemomancer to create an abomination known as a "living bloodline". This creation involves turning the blood inside a sorcerer into an elemental. This prevents the sorcery's normal hereditary path causing it to pass on only matrilineally when the newly sentient sorcery chooses to pass onto the baby leaving the mother powerless. These sorcerous bloodlines now persist, usually coming in the form of the most commonly seen sorcerous bloodlines: Draconic, Wild Magic, and Shadow, as well as the kingsblood sorcerous bloodline.*

## ***1st Level:***

### ***Living Bloodline Quirk (1d10)***

If you are a sorcerer you can take quirks from the following table to reflect your sorcerous sentience.

***Living Bloodline Quirk***
 2
 3
 4
 5
 6
 7
 8
 9
 10

Alternatively, your sorcerous sentience may be so strong as to overshadow the specific nature of your sorcery. If this is the case, you may play the living bloodline sorcerous origin found below. Your bloodline type (draconic, wild, shadow, kingsblood, etc.) should still inform your spell choices, but your class features are out shined by the odd way that your sorcery is attached to you.

### ***Sorcerous Sentience***

Beginning at 1st level, your blood has been animated into a creature. This creature shares your hit points, is afflicted with all the same conditions that you are, and has the elemental creature type. The creature is fully sentient and has the same mental stats as you. It does not require sleep in the same way that you do, as such you are aware of your surroundings while sleeping; the sentience standing guard as you sleep and waking you if danger approaches. Each sorcerous sentience has its own personality, some are raucous and joyful with a desire to experiment with the magic they grant you while others are calculating sociopaths who monitor your protein intake to ensure maximum biological efficiency. While the creature shares your body it has no ability to know your thoughts or speak to you telepathically. Instead, most simply puppet their host's mouth or speak using a mouth made from blood while their host has them called into a blood wrapping. Other ways to communicate might be writing made in bruises on an arm, or answering yes or no questions by causing small sharp pains in the left or right hand.

### ***Bloodwrapped Form***

Also at 1st level, as a bonus action you may assume a bloodwrapped form, blood bursting from your body to form a thin crimson shell around you. Your bloodwrapped form lasts until you are incapacitated or until you choose to end it as an object interaction. While the form lasts your strength score and AC are equal to 17 unless they are equal to or higher than 17. Additionally you have advantage on intimidation and perception checks, disadvantage on persuasion and insight checks, and you are resistant to necrotic and fire damage. This form lasts for up to a number of minutes equal to your sorcerer level, can be ended as a free action at any time, and can be used twice before each long rest. You can use Bloodwrapped Form beyond its one use by expending a single sorcery point.

## ***6th Level:***

### ***Hemorrhagic Constructs***

At 6th level your living bloodline becomes tied to you intrinsically, without it you would die, just like a normal sorcerer. Your bloodwrapped form now grants an AC and a strength of 18, and you can use its new connection to your mind to harden its form into claws and armor. As a part of assuming your form you can use one of the following options, and can use either as a bonus action on following turns.

#### Blood Claws

You command your sentience to manifest claws until the form ends or is dismissed. These claws are a natural weapon which have the light property and deal 1d6 slashing damage and 1d8 necrotic damage. When you reach sorcerer level 11 you can attack twice with your claws when you take the attack action. This increases to three attacks when you reach sorcerer level 17.

#### Blood Barrier

You expend an amount of sorcery points up to your charisma modifier to gain 5 temporary hit points for each sorcery point expended until your form ends. Damage to these temporary hit points does not provoke concentration checks and a concentration check made in response to damage that breaks through these temporary hit points into your actual health is made at advantage. Once you do use Blood Barrier, you cannot use it again until you complete a short rest. You gain an additional use of this feature at 14th level and a third use at 18th.

## ***14th Level:***

### ***Sorcerous Independence***

At 14th level your sorcerous sentience gains a further connection to your mind, allowing it to exist in a larger radius around your body. Your bloodwrapped form now grants an AC of 19 and a strength of 20. Additionally, while in your bloodwrapped form you have a walking, climbing, and swimming speed of 40ft, your jump distance is doubled, and your push/drag/carry weight are doubled. Finally, you can only be charmed or frightened if the effect used is targeting both you and your sorcerous sentience simultaneously. You still make only one saving throw to resist such effects, but any fear or charm effect which only effects one of the two will simply result in the other taking over until the effect ends.

## ***18th Level:***

### ***Unity Of Blood & Vessel***

At 18th level the consciousness of bloodline and host fuse permanently, your sorcerous sentience disappears and is integrated into you. You keep the mechanical benefits of sorcerous sentience but the consciousness has its personality traits, ideals, and flaws added to yours before it vanishes into your mind. While in your bloodwrapped form you now have an AC of 21 and a strength of 24, you can climb on sheer surfaces or upside-down on ceilings without making a check, and you can expand to become one size category larger. You can shift between your current size and one size larger as a part of assuming your form or as an object interaction on your turn.