Base Class: Sorcerer
The Coffee Blood sorcerer does not technically gain their power from the drinking of coffee, rather, the rush of coffee through their body has awakened theese dormat powers, or for some, allowing them a measure of control over said powers.
Awakening Brew
Starting when you choose this origin at 1st level, you learn to awaken your dormant powers through the imbibing of Coffee. at the end of a long rest, you spend 10 minutes making and drinking coffee. this can be done as part of the long rest. if you do not do this ritual you gain disadvantage on Constitution checks made to maintain concentration on spells and your speed is reduced by 10. both effects only last for 1 hour.
Energy Buzz
Starting at first level, the nature of your magical awakening makes it so you have a more innate understanding of energy. whenever you cast a sorcerer spell of 1st level or higher that deals fire lightning radiant or force damage, if damage die rolls lower than your Cha mod, you can replace it with your Cha mod instead. you can only do this once per spell, and only to one damage die.
Mid Day Brewing
Starting at 6th level, whenever you take a short rest, you can spend any amount of time up to your Charisma Score making Small brews, 5 minutes per brew. each of these brews counts as a potion, and you can choose from the options below. any brews you make last for 5 hours before losing potency. others may use them, at decreased effect as shown below. drinking one takes a bonus action
Decaffeinated: you regain 2d4+2 health. Other people drinking this regain 1d4+2 health
Cold Brew: you gain resistance to fire damage for the next Minute. Others who drink this reduce any Fire damage by your cha mod for the next minute.
Espresso: you regain 1 spell slot of 1st level. Other people drinking this can take the Dash action as a bonus action.
12 Shot Nitro
Starting at 14th level, you need more caffeine to sustain your power. if you skip your Awakening Brew, you gain all the normal effects, as well as gaining disadvantage on ranged spell attacks, and disadvantage on Int and Wid saving throws, these effects last one hour. However, as a trade-off, you can now make Nitro versions of your Mid Day Brews. other people can drink these Nitros, however they gain no benefit and must make a Con save against your spell save DC or become stunned for 1 minute.
Nitro Decaf: you regain 6d4+6 health
Nitro Cold Brew: you Gain Immunity to Fire damage and resistance to cold damage for 1 minute.
Nitro Espresso: you regain 1 3rd level spell slot or one 2nd and 1 1st.
you can also make twice as many Brews during a short rest, however only half can be Nitros. Nitro brews loose potency in half the time.
The Perfect Cup
Starting at 18th level, you have drunk so much coffee that not only are you almost constantly on a buzz, but you can tell the slightest difference in the quality of water used to make the coffee. this gives you several effects,
You no longer need to sleep and can get by on only a cup of coffee to drink. you still need to eat, but as long as you have coffee you can ignore eating a number of days equal to your Con mod.
You can reduce a level of exhaustion temporarily whenever you drink a Nitro Brew: the effects of the exhaustion is suppressed for a number of hours equal to 1+con mod, min of 2.
you learn the haste spell if you don't already. you can cast it once without expending a spell slot, additionally you gain no lethargy effects from the spell ending.
However, if you do not do your Awakening Brew, your spell slots of 1-3rd level are halved, rounding down, in addition to the other effects. the detrimental effects now also last 2 hours instead of 1
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