Vampire Blood-Magic (Radomir Variant) (High Vampire) Image

Vampire Blood-magic (Radomir Variant) (High Vampire)

Your Character has 35 blood slots that are consumed over time (Once Per Day) and immediately to activate blood-magic abilities and spells.  One gallon of blood replenishes all 14 blood slots and blood stored in regular pouches becomes unusable for replenishment after 14 days.  Blood taken from fellow vampires is half as effective when replenishing blood slots.  When a user reaches 0 Blood Slots and is unable to replenish them in a day’s time, they enter the Craving state.

While in the state of Craving, the user loses access to blood magic and is at disadvantage on all ability checks and attack rolls in the sun.  After 3 days in the craving state, the user enters the Thrall state.

While in the thrall state, the user attacks the closest living being until it is unable to fight back and drains it of all of its blood.  Draining a creature of all of its blood restores 1 blood slot and allows the vampire to re enter 

Users of blood-magic are vulnerable to radiant damage.

Battle Blood Regeneration: (Reaction) When hit by an attack dealing physical damage, (Slashing, piercing, bludgeoning, etc.) the user can consume 1 blood slot to heal back half of the damage taken.  If used on an attack that would poison, the user has advantage on constitution saving throws against said poison. Flair Text: The user manipulates the blood around the wound to quickly regenerate flesh and close any outward facing wounds. Radomir the unkillable is said to have been able to regenerate lost limbs in milliseconds.

Blood FuryOnce per combat encounter the user can consume up to 3 blood slots to enter a proportional time of (up to 3 rounds) of blood fury.  During the Blood Fury state, the user has advantage on all attack rolls and rolls relating to physical ability (Athletics, strength) and deals 3 extra damage on hits.  The user must attempt an attack on all rounds of the Blood Fury state or take recoil damage and recoil blood slots. Flair Text:  The user accelerates and strengthens blood vessels within the body to achieve an indomitable boost of speed and ferocity.  Master Vampires once used this ability to change the tides of battle within minutes, cutting through the harshest of foes.

Blood Transfer: The user utilizes their fangs to inject one blood slot into the target, infecting unwilling with vampirism and turning the willing into lower vampires (not thralls) after a varying amount of time (Based on the target).  Willing subjects have affinity for obedience for the vampire who turned them but can break free after achieving higher levels of vampirism. Flair Text: Because Vampirism provides its users various powers and anti-aging effects, it once spread like wildfire, but now the method of "turning" is effectively lost, and the days of vampires are all but behind the continent of Falmeris.

 

Blood Fury Drain: When you hit a creature with a weapon attack, you can expend two blood slots to deal an extra 4d6 necrotic damage to the target, and you regain a number of hit points equal to the necrotic damage dealt. Flair Text:  You draw out and absorb a target creature's vitality.

 

Blood Fury Awareness: When a creature you can see damages you, you can expend two blood slots and use your reaction to make a melee attack against that creature, with advantage on your attack roll. Flair Text:  Your blood accelerates upon being wounded and propels you into a powerful strike in retaliation.

 

Vampire Blood-Magic (Radomir Variant) (High Vampire) Image