Sorcerous Origin - Bloodmage

Blood is life. This is true for all creatures, and even more so for sorcerers. Theories for where the power of a bloodmage originates differs. Some says it's a result of wizardly experiments, others from acquiring vampiric powers in their family trees, while others say it comes from something more primordial - for what is more basic than powerful blood. Regardless of exactly how it came to be, a bloodmage sorcerer taps into their life force in a way other sorcerers do not, expending energy to enhance spells in a sometimes dangerous and excessive way.

Bloodmages often receive stigma in society for the rumoured vampiric connection. People are naturally concerned of spellcasters who are centred around blood, even if it's only their own. As such they are often forced to hide their origins, perhaps masking it behind other power sources or pretending to be magicless in the first place. The stigma can self-perpetuate however, as bloodmages are driven to the fringes (sometimes criminal) edges of society, which then reinforces the view that bloodmages are not to be trusted. In truth, their blood holds no sway over their attitudes or beliefs, it is merely the purest expression of a sorcerer expressing personal power.

Enhanced Blood

Your surging blood grants you a stronger connection to your own life. Starting at 1st level, your hit dice for this subclass is treated as a d10, instead of a d6. You also gain temporary hit points equal to your charisma modifier whenever you deal damage with a sorcerer spell.

In addition, you automatically learn a number of spells detailed on the table below, which do not count against your normal list of sorcerer spells.

Bloodmage Spells
Sorcerer Level Spells
1st False Life, Chaos Bolt
3rd Aid, Hold Person
5th Vampiric Touch, Bestow Curse
7th Blight, Death Ward
9th Dominate Person, Contagion

Surging Power

At 6th level you learn how to sacrifice your own life in order to empower your spells. As a bonus action you can choose to expend a number of hit dice you have up to half Constitution Modifier (rounded up). The next non-cantrip spell you cast is treated as being upcast by a level equal to the number of hit dice expended. Hit dice expended in this way do not heal you hitpoints, but are regained on a long rest as normal.

In addition, during a short rest you can choose to expend one hit dice and regain sorcery points equal to the number rolled plus your charisma modifier instead of hit points.

Essence Siphon

From 14th level you can make a melee spell attack as a bonus action against another creature. If it hits, roll 1d6 and regain that many hit dice, assuming that the creature has sufficient hit dice to be taken. You cannot use this to exceed your maximum number of hit dice. A creature can be willingly struck by this ability if they so choose. This feature can be used a number of times equal to your charisma modifier, refreshing on a long rest. If you miss with the attack, its use is not expended.

Blood Lust

Starting at 18th level damage dealt by your spells now rejuvenates you. Whenever you deal damage with a sorcerer spell you regain hit points equal to half of the damage dealt.