Sorcerer
Base Class: Sorcerer

Due to your vampiric heritage, you have a complex relationship with light and darkness. The moonlight is where you feel most at home, however, and as such, your study of the arcane arts have a natural bent in that direction. You also have a sorted history with the concepts of life and death. You have a thirst for both power and blood and will pursue these things at any cost, sometimes at great risk to yourself and those around you. Your power is uncontrollable and you are prone to violent outbursts of magic as your body cannot contain all the power you want it to.

Please note that this content is subject to alternations due to balance and that this content is originally created for the Heroes and Hotdogs Terra Essentia campaign.
If you like this content and want to see more like it, search for the [HEHO Content] tag.

Blood Magic

Beginning at 1st level, you can tap the magic of blood to gain a magical edge. This blood can be extracted from yourself or from a creature you are able to bite with your fangs and added to your Blood Bank.

Your Blood Bank is a magic floating sphere of blood representing your Temporary Hitpoints that is tethered with an ethereal IV tube. Your body can only contain so much life force energy at a time, however, so don't go over your limit.

Your Blood Bank goes up to a maximum of your maximum hit points and expires 1 minute after summoning it. It is important to note that this ability allows you to break the RAW stating that Temp HP does not stack. For you, it does stack. You lose 1 from your Blood Bank at the end of each turn you don't use your Blood Bank. If you exceed the capacity of the Blood Bank on a draw, your Blood Bank pops and goes back down to zero.

There are several ways to add to your Blood Bank:

1) Roll your bite attack damage against another creature
2) Gain Temp HP through standard means (magic items, spells, etc.)
3) As a Bonus Action, roll 1d10 on yourself and extract that number from your Primary HP and add it to your Blood Bank.

Before any magic based attack roll, you may designate the roll to be Blood Magic, at which point you may add the full amount from your Blood Bank to the damage on a successful hit.

When using Blood Magic, you must always roll on the Wild Blood Chart for additional effects.

Moon Touched

At the 1st level you learn the moonbeam spell..
You can cast Moonbeam normally by expending a spell slot or sorcery point.

At the 6th level, you have mastered the spell to a far greater degree.
Creatures caught in your Moonbeam have Advantage against them on attack rolls.
You can also move it as a bonus action or as an action.

You have also taken the path of power over the path of wisdom.
You have a -2 WIS and a +2 CHA

Blood Surge

At the 6th level, your Blood Bank now lasts for 1hr after combat.
Every time you receive Temp HP, add your Charisma Modifier to the amount.
You can also choose to burn a full Blood Bank in place of using Sorcery Points or Spell Slots for casting.

Blood Harvesting

At the 6th level, whenever a creature that is not undead or a construct is killed within 15ft of you, add to your Blood Bank points up to your spellcasting modifier.

Blood Transfusion

At the 14th level, you can transfer the blood from your Blood Bank to another.

As a full turn, take the amount stored in your blood bank and give it to someone else as temporary hitpoints that lasts until the next Long Rest.

Cold Storage

At 14th level, your Blood Bank now lasts until a New Moon.

Community Pool

At the 18th level, whenever a fellow party member takes Slashing or Piercing damage in combat, you may add that number to your Blood Bank.

Moon Blast

At the 18th level, you double the range and size of Moonbeam.

Death is for Mortals

18th Level Ability

You no longer have to fear death as mere mortals might.

You have Advantage on all Death Saving Throws.

Wild Blood Magic Chart

Roll a d100 on any Blood Magic casting and apply an additional effect. This table changes at level 6. You must always roll on the highest level surge table available to you unless otherwise noted.

Level 1 Wild Blood Magic Surge
d100 Effect d100 Effect
01-02 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 51-52 The next person touch has their blood turned to molten metal for 1 round. Their speed is halved, but their AC goes up by 2.
03-04 All creatures that are currently injured must make a WIS save of 10 or begin sobbing uncontrollably and gain disadvantage on all attack rolls until consoled by another character. 53-54 A blood tornado forms around you for 2 rounds and anyone within 30ft is sucked in. They are unable to do anything until they escape with a STR or DEX Save DC15. When they eventually make it out, they become a vampire for 1 hour
05-06 A friendly vampire trader approaches you and offers to sell some rare items at bargain prices. 55-56 The next time you attempt to intimidate a creature you have advantage, if you crit you roll for dismemberment. This effect expires after 4 hours if not used.
07-08 All injured creatures within 30 feet of you receive 1d4 healing. All uninjured creatures within 30 feet take the same number as damage. 57-58 All undead within 60ft must dance for six minutes, and will not stop.
09-10 Purify the blood of everyone around you within 120ft of any alcohol in their system 59-60 All canines within a 1 mile radius howl at the moon for one round, even if the moon is not visible.
11-12 A creature that was affected by the spell takes 1d4 damage. A blood slug then crawls from the wound and waits to hear a message from its victim. After receiving the message it will then begin crawling toward the highest level undead creature it can detect within 100 miles to deliver the message. 61-62 Targeted creature is considered cursed. This curse means that if the caster consumes enough of the targeted creature's blood, the they will be able to summon the creature as a familiar for up to a week or until the death of the familiar
13-14 You cast Confusion centered on yourself. 63-64 You cast Blood Fog Cloud centered on yourself.
15-16 For the next minute, you regain 5 hit points at the start of each of your turns. 65-66 2d10 Undead black kittens charge out from nearby crevasses and scratch or grapple their nearest available target for 1d4 turns. If a creature harms these kittens the DM rolls 3d6, if all 3 are 6 the Undead Mama Panther is summoned to their aid until she is defeated. She will target the nearest available target even if it was not the same creature who injured the kittens.
17-18 You begin to glow with the light of the blood moon. You cast dim red light in a 60ft radius for 1 minute. 67-68 You are frightened by the nearest creature until the end of your next turn.
19-20 You cast Blood Grease centered on yourself. 69-70 All of your melee attacks for the remainder of combat make sickening squishing sounds. Everyone in earshot must roll a CON save of 10 or spend their bonus action throwing up every time you attack.
21-22 A crate of 1d6 pounds of Blood Oranges is summoned just behind the caster. 71-72 It's a party! A large festival appears nearby with enough food and drink for everyone. All mail demons are invited!
23-24 Become a Giant Bat and start tap dancing until your next turn. 73-74 A random creature within 60 feet of you has their blood Poisoned for 1d4 hours.
25-26 You sense the exact direction of the nearest Dark Crystal for 6 seconds. 75-76 A wild zombified creature appears! Roll 1d6 to determine what it is. 1. Beast 2. Elemental 3. Fey 4. Fiend 5. Giant 6. Dragon. Then make CHA contest, If you win the zombie will join your side until the end of combat, if you lose the zombie will wander off in search of something it lost long ago. On a critical fail it becomes hostile.
27-28 A d6 appears in your hand, roll it and take that much damage, or you can give the gift to a friend instead. If they make a wisdom save of 12, they may choose to pass it along. This continues until someone rolls the die. 77-78 You cast Polymorph on yourself. If you fail the saving throw, you turn into a Blood Sheep for the spell's duration.
29-30 Converts the blood bank into a Whine Bank for 1 minute. You can increase the Bank by 5 by having anyone within earshot whine about something. 79-80 It begins to rain blood, its absolutely blood. Your blood bank does not decay while it is raining blood. This lasts 12 seconds (2 rounds).
31-32 An oversize skeleton key appears in the caster's hand. It's too large for most keyholes. 81-82 The spell fails and your Blood Bank gives you a Blood Token instead. Bury the token in the ground to grow a Blood Tree and turn the ground within 120ft of it into Cursed Earth.
33-34 The caster can only see the color red, effectively rendered blind for 2 rounds. 83-84 Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
35-36 Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. 85-86 You cast Mirror Image.
37-38 The wizard lawyer appears to inform you the effect of this spell is illegal, and cannot be used. 87-88 You cast Fly on a random creature within 60 feet of you.
39-40 You regain 2d10 hit points. 89-90 Your mail demon arrives and gives you a letter from yourself 6 years ago.
41-42 You turn into a potted Blood Veniusian plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. 91-92 If you die within the next minute, you immediately come back to life as if by the Reincarnate spell.
43-44 All water within 120ft turns to blood. 93-94 Your Blood Bank is now flavored like Madam Zim's Gut Buster Hot Sauce. Its Spicy!
45-46 Anything you look at has a 25% chance to ignite. 95-96 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
47-48 A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. 97-98 Fus Ro Dah, *****es. DM, you know what to do.
49-50 The weather changes to reflect the mood of the caster. Localized directly overhead of the caster, in a small form. This effect lasts a whole day. 99-00 You immediately cast the Wish spell.

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