Base Class: Sorcerer
Those cursed by the blood moon could change in a verity of ways, one of those giving them the power to control armies of beasts along with other various dark powers. Those effected gain a red glow while using magic, too dark to be used as any form of light source.
Master of the monsters
With this power one effected by the blood moon’s powers can create monsters out of their magic. Forming creatures that obey their every whim. By expending an action you can create a monster who’s challenge rating is equal to your sorcerer level divided by 3(Round down). This way of creating monsters can be done an amount equal to your proficiency bonus. This resets on long rest. You also have the choice to expend spell slots to create monsters, with the level of the spell slot correlating to the monsters challenge rating. The monsters summoned have to be ones that the sorcerer have seen before(Choose a CR 1/4 monster to start with). Monsters created in this way last 8 hours before returning to nothingness.
You can also combine spell slots to make stronger monsters. However, a monster cannot have a challenge rating higher than half of it’s user’s sorcerer level. If one is made in this fashion it will only listen to it’s creator for 1d4 of it’s turns before going berserk. This monster will last until killed.
Dark Magic
The power of the blood moon intensifies, allowing you to corrupt your magic. This causes the magic to take on an eerie red glow as it deals an extra 2d6 worth of necrotic damage if the spell touches or effects a target. This goes for just about any type of spell, including illusion and enchantment. Those charmed with this effect active will take 1d6 necrotic damage per round with each tick of damage triggering any sort of reaction that would cause the charmed to roll to break the charmed effect.
This damage increases to 2d10 at 14th level and 4d12 at 18th level. This dark magic can only be used as many times as your charisma modifier.
Ominous spirit
The moon’s dark energy has effected you so much that it changes the very nature of your body, allowing for you to transform into a spirit-like form, leaving your body behind. In this form you gain dark vision for 60ft, can travel through physical spaces as if they were difficult terrain, immunity to non magical damage while giving others immunity to your physical attacks, and even possess objects and people you pass through as an action, requiring them to make a wisdom save against your spell save DC if failed they get possessed. These people while possessed gain a slight red glow in their eyes. While possessing a living being you gain all of their stats minus their charisma, intelligence, and wisdom which are replaced by yours. They gain temporary health equal to your sorcerer level times two.
While a target is possessed you do not gain any of their proficiencies or spells but do gain their feats and extra features if any. If the possessed target takes any damage they are given the chance to reroll their saving throw and if the damage is radiant it is with advantage. If the possessed target’s health reaches zero you are booted from the body and given disadvantage on everything for 1d6 of your turns if you fail a wisdom save against your own spell save DC.
If you wish to return to your body then you do so instantly if within 100ft of it, however if you are further it will take 1d8 of your turns to return if in combat and hours if out of combat but will count for rest if done out of combat.
Malicious energy
Once you reach 18th level you gain the ability to unleash all the dark energy your body for 10 sorcery points, causing everyone in a 100ft area to see the sky turn red if in the day, the moon turn into a blood moon as the sky turns red at night, or an ominous red glow that shines a dim light for 100ft if underground. While in this state you can summon monsters equal to your level at the cost of an action, capable of summoning an amount equal to your proficiency level.
While in this state all spells you cast become dark magic regardless on if you wish it or not. This state lasts for one minute before dissipating, requiring for you to wait until the next dawn before it can be used again.
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