Sorcerer
Base Class: Sorcerer

The regenerative blood of a troll has mixed with your own, mutating your biology. Perhaps your blood was mixed when you survived a close encounter with a troll as a child, or maybe you were altered intentionally in an arcane ritual or medical experiment. Regardless, you are now capable of recovering from nearly any wound. And also magic for some reason. 

Troll's Blood Quirks

At your option, you can pick from or roll on the Troll's Blood Quirks table to create a quirk or quirks for your character. None of these quirks have any mechanical impact.

Troll’s Blood Quirks

d6

Quirk

1

Your skin turns a leafy shade of green

2

You always bleed profusely, even when only lightly injured

3

Your heart always beats much faster than normal

4

Your limbs stretch, making you between 6 and 12 inches taller

5

Your blood bubbles and churns, as though it were boiling, for a few moments after being spilled

6

You are deathly afraid of fire

 

Rapid Clotting

When you gain this subclass at 1st level, your blood can rapidly close certain wounds. If you take bludgeoning, piercing, or slashing damage, you can use your reaction to regain hit points equal to the damage taken. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses at the end of a long rest.

Regenerative Rampage

When you reach 6th level, the troll’s blood within you can be called upon to heal your wounds. As a bonus action, you can spend 2 sorcery points to begin Rampaging. While Rampaging, you regain hit points at the start of each of your turns equal to your Charisma modifier. This effect lasts for 1 minute. Your Rampage ends early if you use your bonus action to choose to end it, you take acid or fire damage, or you fall unconscious.

Tooth and Nail

Also at 6th level, the more monstrous aspects of your nature that were dormant have now come to light. The nails on your hands and feet grow into sharp claws, and your teeth sharpen into fangs, which you can use to make unarmed strikes. They deal 1d6 slashing damage on a hit, instead of the bludgeoning damage normal for an unarmed strike. When you make an attack with your claws or fangs, you can use your Charisma modifier instead of Strength for the attack and damage rolls. Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Additionally, if you take 20 or more damage at one time while Rampaging, you can choose to allow one of your arms or legs to be severed (no action required). A limb severed in this way does not die, and remains under your control.

As a bonus action, you can command any number of your severed limbs to move up to 20 feet and make an unarmed strike with your claws against one target you can see within 5 feet of it. You can move each limb individually, and they can attack different targets. You can use your object interaction to reattach a severed limb that is within 5 feet of you. Any limb severed in this way that is destroyed cannot be reattached, but will regrow at the end of a short or long rest.

A severed limb is destroyed if it takes acid or fire damage, or your Rampage ends without reattaching it. They cannot be destroyed otherwise. If one of these limbs is attacked or subjected to a saving throw, its AC and saving throws are equal to your own. You can sever up to 4 limbs in this way, two arms and two legs. You incur the following penalties depending on the limbs you have lost (having additional limbs from a racial feature does not excuse you from any of these penalties):

One Arm ~ You cannot cast spells that require both somatic and material components.

Two Arms ~ You cannot cast spells that require either somatic or material components, or make weapon attacks.

One Leg ~ Your walking speed is halved.

Two Legs ~ You fall prone, and cannot stand from prone.

All Four Limbs ~ Your speed is reduced to 0, as well as the penalties for missing Two Arms and Two Legs.

A limb severed in this way cannot cast spells, attack with weapons, or carry more than 10 pounds.

Bloodboil Metamagic

At 14th level, you gain new ways to spend your sorcery points.

  • Gnash ~ When you hit with an unarmed strike, you can spend 2 or more sorcery points (max 5) to deal 1d6 additional damage of the attack's damage type, plus an additional 1d6 for each sorcery point spent past 2.
  • Sever ~ As an action while Rampaging, you can spend 3 sorcery points to tear off one of your own limbs and throw it to an unoccupied space you can see within 30 feet of you. It is treated as though it were severed by the effect of the Tooth and Nail feature.
  • Bleed ~ As an action while Rampaging, you can spend 4 sorcery points to douse another creature within 5 feet of you with your blood. At the start of each of that creature’s turns, it regains hit points equal to your Charisma modifier unless it is unconscious. This effect lasts until your Rampage ends, until that creature takes acid or fire damage, or until you use this feature again.

Hyperactive Regeneration

When you reach 18th level, your self-healing abilities reach their apex. As an action, you can spend 1 sorcery points to regrow one of your severed limbs.

Additionally, whenever you roll a death saving throw at the start of your turn, if you roll an 18, 19, or 20 you regain 1 hit point and begin Rampaging.

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Troll's Blood Image

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