Base Class: Sorcerer
Descended from the bloodline of a powerful Vampire, Dhampire, or a particularly powerful Witch, the Blood Cursed Sorcerer harnesses the power of their potent blood to enhance their already fearsome powers. These sorcerer's often face fear and distrust at best, and outright hostility at worst. Maybe because of this, or because of the often questionable morality of their bloodline powers, many of these sorcerers turn to evil. Those that don't find it difficult at times to hold onto their neutrality, despite their best intentions. Given the odds against them, clinging to the path of good would be particularly difficult. Much like the half-orcs, they are not evil by nature, yet evil lurks in the blood of these sorcerers. Its up to the individual whether they will try to hold fast to their ideals and morals, if they ever had any, or fall the the darkness that courses through their blood, either embracing it fully, or falling, slowly and quietly, to the temptations of power.
Power of Blood
Starting at 1st level, you have learned to empower your spells by harnessing the power of your cursed blood.
When you cast a Sorcerer spell with a spell slot, you can choose to take damage equal to double the level of spell slot you're using to cast the spell, and empower the spell with one of the following effects (your choice):
- If the spell has a more powerful effect when you cast it at a higher level, you instead cast the spell as if you had used a spell slot of one level higher (to a maximum of 9th level)
- Add +2 to the DC of any saving throw a target makes to avoid affects or damage from one of your spells.
- Gain advantage on the attack roll for one of your spells.
The damage you take as part of this feature ignores resistance and immunity, and does not require you to make a Constitution saving throw to maintain your concentration. You can use this feature a number of times equal to your Charisma modifier. You regain any expended uses when you finish a long rest.
You also gain the Primal Savagery cantrip. It is a sorcerer cantrip for you, but it doesn’t count against your number of sorcerer cantrips known. In addition, the cantrip lasts 1 minute and its damage type is changed to necrotic. You may end the effect early at will.
Cursed Blood Psychosis
At level 1, each time you use one of your Power of Blood features that costs health, your character must make a Wisdom saving throw, DC the health you spent+your proficiency+Charisma Modifier. The DM makes this role for you in secret. On a failure, your cursed blood takes over your actions.
The DM determines what happens while the cursed blood has control of your character. It lasts until the end of your turn. You play as normal for the duration of your turn. At the end of your turn, the DM reveals what your character actually did. The DM may may make your character make different movements, cast different spells, use different class features, target different entities, etc. These actions should be made disregarding the characters alignment, motivations, wants, needs, etc. Instead, it should be made under the Cursed Blood Alter Ego. The Alter Ego is Chaotic Evil, with desires for control, power, and survival. The Alter Ego enjoys flaunting power and will always use a Power of Blood feature when casting a spell. This is not a separate personality from the original character. Instead, this should be treated as the same character, with the same knowledge and skills, but under an effect similar to a psychotic break.
In most cases, the character should have no recollection of what happened, and would be confused about the state of the battle, still thinking that what they had intended to do actually happened. However, this is likely not the character's first episode, and so they would most likely be aware that this could happen. If the DM decides that the character does remember or is conscious for the episode, then the character should temporarily believe that the actions were justified until the end of his/her turn, when they return to normal and realize that they were not themselves.
Sanguine Kiss
Starting at 6th level, you have learned to use the blood of others to bolster your spells.
As a bonus action, you can make a melee weapon attack with a dagger or your Primal Savagery cantrip against a creature. On a hit, the target suffers the attack’s normal effects + bonus damage equal to half your wizard level. If the creature was not an undead or a construct, you can subtract the damage dealt from the damage you take as part of Crimson Exchange, if you use it by the end of the turn. You may use this feature once, and regain the ability to use it after finishing a short rest
Blood Exchange
You've grown more accustom to both the potency of your blood and the powers of a sorcerer.
At 6th level, you may use your bonus action to spend 2 health for each 1 sorcery point you wish to create this turn. When you use this feature, you cannot be healed for two rounds. You can create a maximum of 7 sorcery points each time you use this feature. This feature can only be used twice per long rest.
Sign of the Cursed
Also at 6th level, you gain the Thaumaturgy cantrip. This does not count against your list of cantrips prepared.
Whenever you do something/ suggest something/are giving in to temptation/ or the DM otherwise believes that what is happening furthers you along the path towards becoming corrupted by your cursed blood, He/She may place you under one of the following Thaumaturgy affects. Your character may or may not be aware of these affects, DM's choice. If you fail a Cursed Blood Psychosis check, at least one or more of these features become active. Alternatively, the DM can roll 1d4+1 to how many features become active.
- Your voice booms up to three times louder as you speak. This could be as long as a word or up to a few sentences.
- You cause flames to flicker, brighten, dim, or change color. This lasts as long as the DM decides.
- Ominous whispers are heard around you. The DM decides who can and cannot hear these voices, including whether you can.
- Instantaneously cause an unlocked door or window to fly open or slam shut.
- Your eyes change appearance. This can last for as long as the DM decides or 1d10 hours.
When deciding how pronounced the affects are, how often this has happened already should be taken into account, with more instances meaning a longer or more pronounced affect.
Thicker Then Water
Starting at 14th level, you have become accustomed to recovering from damage. You regain an additional 1d4 hit points for every hit die you spend after finishing a short rest.
Additionally, your extensive use of your cursed blood has magically bolstered your body and extends your life, for better or for worse. You gain a number of temporary hit points equal to your sorcerer level. You may regain up to five of these hit points on a short rest, and all of them on a long rest. The cursed magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.
Potent Blood
At 14th level, the potency of the magic in your blood has increased dramatically through use and practice. You may now expend 1 hit point instead of needing the material components, that don't have associated costs, for a spell.
In addition, you can cast the Contact Other Plane spell once per long rest as a ritual. When you cast this spell using this feature, your hit point maximum in reduced by 10 until you finish a long rest. In addition, upon completion of the casting time, you must make a roll for your Cursed Blood Psychosis feature in addition to the spell's insanity roll. The insanity roll should be made first and it you fail it you do not make the additional roll. If you fail your Cursed Blood roll, your Alter Ego takes 1d4+1 of your questions. Because of the alluring power of your potent blood used in the ritual, the entity does not have to answer your question with only one word and is free to answer in short phrases.
Potent Curse
At 14th level, as the power of your blood has increased, so has the potential danger of your fall to your curse. While your Alter Ego has control as a result of your Cursed Blood Psychosis feature, you may cast Summon Lesser Demons as a Bonus Action once per long rest. You may not cast this spell outside of failing your your Blood Cursed Psychosis check. You automatically maintain concentration on this spell even after you regain control of your turns. You cannot fail a constitution saving throw to break your concentration of this spell. You can only break your concentration on this spell by using your bonus action to make a Wisdom saving throw, DC 8+your Charisma Modifier. Falling unconscious, all of the summoned demons being defeated, or the duration of the spell expiring all end concentration as normal.
Rivers of Blood
At 18th level, your have become a master of the power flowing in your veins. You gain two more charges to use for your Power of Blood feature.
In addition, when you use Crimson Exchange, you can choose to take additional damage equal to the level of the spell slot you're using and become unable to regain hit points until the end of your next turn. If you do so, you may choose two of the available Crimson Exchange options instead of one, or the same option twice.
Your cursed blood also grants you the following spells.
Gaseous Form: Can be used twice per long rest.
Vampiric Touch: Is Cast at 5th level but can only be used once per long rest.
Previous Versions
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