Within your veins lies the darkest and most dangerous form of magic. Blood is a powerful arcane channeler. Only the foolish or the very wise tamper with it as a component, and those who do often suffer as much as they excel. As a blood sorcerer, you substitute self-mutilation for study. You may not be as well read as some spellcasters, but the path you’ve chosen taxes the body, not the mind.
Some blood sorcerers discover these occult secrets in ancient grimoires, learning to carve hideous but powerful symbols in their flesh. Others enter the apprenticeship of a vile mentor who personally instructs them. Whether you use blood magic to help others or to serve your own ambitions, it is a practice that will leave you scarred, literally and figuratively.
When you select this origin at 1st level, you learn the dark arts necessary to turn blood into an arcane enhancement. You can use blood as a replacement for the material components for any sorcerer spell you cast, including those with a cost listed. Your spell save DC for enchantment and necromancy spells increases by 2 while you use your blood as a material component.
At 6th level, your blood begins to manifest occult properties that enhance your magic and leave you in pain. You can spend hit points to recover sorcery points. As a bonus action, declare the number of sorcery points you’re recovering and expend that many hit dice. Roll the expended dice and take that much piercing or slashing damage.
Additionally, the temperature of your blood becomes intolerably high. You are in a constant state of physical agitation and discomfort, and you find yourself going to extreme lengths to sooth it. For example, you might refuse to set foot in a room where a fire is burning in the hearth, or you might flee the sight of hot food or drink. You have odd physical tics that others find eccentric or off-putting because of the eternal fire raging in your veins.
Objects and creatures that touch your blood take 1 fire damage. You are immune to damage caused by your own blood.
Beginning at 14th level, pain becomes a source of strength to you. When you take piercing or slashing damage, you immediately gain temporary hit points equal to the damage taken.
At 18th level, your spells seek out the blood of others. Living creatures that have taken damage and have less than 20 hit points remaining have disadvantage on your spells’ saving throws.