Other sorcerers trouble themselves with ancient lineages or divine heritages; these sentiments are just distractions. Magic is in your blood, nothing else matters. Other sorcerers see your talents as disrespectful to your history and magic, but their complaints are born of fear and rigid morality. At the end of the day, all that matters is you, standing over the blasted and burned corpses of everyone who dared oppose you.

Sorcerers are often tougher than bookish wizards, and Bloodcallers aren’t afraid of putting that to the test. Your own health and vitality become a resource you can spend to provide material components, augment your spells, and unlock new Metamagic abilities. Eventually you can even fortify your body with the blood of your enemies, growing ever stronger as more of them fall before your arcane might.

Bloodcaller Features

Sorcerer Level Feature
1st Blood Magic, Sanguine Materials
6th Bloody Arcanum
14th Wounding Spell
18th Red Harvest

Blood Magic

Starting at 1st level, your quest for power allows you to learn an additional spell when you reach certain levels in this class, as shown in the Blood Magic Spells table. The spell counts as a sorcerer spell for you, but it doesn’t count against the number of spells you know.

Sorcerer Level Spell
1st inflict wounds
3rd ray of enfeeblement
5th revivify
7th death ward
9th cloudkill
11th harm
13th regenerate
15th feeblemind
17th power word kill

Sanguine Materials

At 1st level when you choose this origin, you may substitute material components for your spells with your own blood. When you cast a spell with material components of 1 gp or less in value, you can instead lose 1 hit point and substitute that material component with a drop of your own blood. You do not need to have a hand free to use this feature.

Bloody Arcanum

At 6th level you can empower your spells with your lifeforce. When you cast a spell that benefits from being cast at a higher level, you can choose to expend up to 6 hit dice, increasing the level of the spell by 1 for every 2 hit dice expended without requiring a higher level spell slot. You cannot increase the spell’s level beyond the highest level you can cast. You must roll the hit dice you expend and lose hit points equal to the amount rolled. This damage cannot be reduced or prevented in any way.

Wounding Spell

At 14th level, you learn a unique and powerful Metamagic that enhances your magic to inflict vicious wounds. Wounding Spell is added to the Metamagic options you know, but does not count against the number of Metamagics you are able to learn.

Wounding Spell. When you cast a spell that forces creatures to make a saving throw to resist its effects, you can spend 2 sorcery points to cause all targets of the spell to lose 4d6 hit points per level of the spell if it fails a saving throw against that spell by 5 or more. A creature without blood or similar vital fluids is immune to the effects of this Metamagic.

Red Harvest

Beginning at 18th level, when you reduce a creature to 0 hit points with one of your spells, you may use your reaction to spend 4 sorcery points and gain temporary hit points equal to half the creature’s hit point maximum. These temporary hit points last until you finish a short or long rest.

Ref: T&H p396-397