Sorcerous Origin: Blood Magic

Within your veins lies the darkest and most dangerous form of magic. Blood is a powerful arcane channeler. Only the foolish or the very wise tamper with it as a component, and those who do often suffer as much as they excel. As a blood sorcerer, you substitute self-mutilation for study. You may not be as well read as some spellcasters, but the path you’ve chosen taxes the body, not the mind.

Some blood sorcerers discover these occult secrets in ancient grimoires, learning to carve hideous but powerful symbols in their flesh. Others enter the apprenticeship of a vile mentor who personally instructs them. Whether you use blood magic to help others or to serve your own ambitions, it is a practice that will leave you scarred, literally and figuratively.

BLOOD-POWERED SPELLS

When you select this origin at 1st level, you learn the dark arts necessary to turn blood into an arcane enhancement. You can use blood as a replacement for the material components for any sorcerer spell you cast, including those with a cost listed. Your spell save DC for enchantment and necromancy spells increases by 2 while you use your blood as a material component.

Blood Blight

At 6th level, your blood begins to manifest occult properties that enhance your magic and leave you in pain. You can spend hit points to recover sorcery points. As a bonus action, declare the number of sorcery points you’re recovering and expend that many hit dice. Roll the expended dice and take that much piercing or slashing damage.

Additionally, the temperature of your blood becomes intolerably high. You are in a constant state of physical agitation and discomfort, and you find yourself going to extreme lengths to sooth it. For example, you might refuse to set foot in a room where a fire is burning in the hearth, or you might flee the sight of hot food or drink. You have odd physical tics that others find eccentric or off-putting because of the eternal fire raging in your veins.

Objects and creatures that touch your blood take 1 fire damage. You are immune to damage caused by your own blood.

Wounded Vigor

Beginning at 14th level, pain becomes a source of strength to you. When you take piercing or slashing damage, you immediately gain temporary hit points equal to the damage taken.

Primordial Surge

At 18th level, your spells seek out the blood of others. Living creatures that have taken damage and have less than 20 hit points remaining have disadvantage on your spells’ saving throws.

Sorcerous Origin: Vampire Bloodline

Not all vampires are made. Some are born, inheriting the abhorrent curse of their undead parentage. Vampires bear children only rarely over the centuries, more often rendering the honor to the wretched mortals upon whom they prey. The young resulting from such a union aren’t always evil, but they inevitably manifest certain insidious powers of the vampire. Sorcerers with the vampire bloodline origin face a harrowing choice: channel their inner darkness into a worthy cause as penance for the sins of millennia, or give in to the exhilarant predator within.

Vampire Weaknesses

When you choose this origin at 1st level, you gain the following susceptibilities.

  • You’re physically incapable of entering a residence unless one of the occupants invites you in.
  • You have disadvantage on attack rolls and ability checks while in sunlight.
  • If a piercing weapon made of wood is driven into your heart while you’re incapacitated, you become paralyzed until the stake is removed.

Undead Ferocity

Starting when you choose this origin at 1st level, your unarmed attacks deal 1d6 damage. You may choose to bite with your unarmed attack to deal piercing damage instead of bludgeoning.

You also have natural armor, making your AC equal to 13 + your Dexterity modifier while you’re not wearing armor.

SPIDER CLIMB

When you choose this origin at 1st level, you gain the ability to climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Lifeblood

At 6th level, your taste for blood becomes insatiable, but the surge of power it grants is even more alluring. When you deal damage with a bite attack against a living creature that is incapacitated, restrained, or that you have grappled, you can spend 2 sorcery points to deal an additional 1d6 necrotic damage. You regain hit points equal to the necrotic damage taken. You can spend up to 6 points this way on a single bite, adding 1d6 necrotic damage (and hit points regained) for every 2 sorcery points spent. When you bite a creature that is charmed by you, it doesn’t end the charmed condition.

Children of the Night

Starting at 14th level, you can call upon the creatures of darkness to do your bidding. As an action, you spend 3 sorcery points and call 2d4 swarms of bats or rats if the sun isn’t up. If you’re outdoors, you can choose to call 3d6 wolves instead. The creatures take 1d4 rounds to arrive and remain for 1 hour, or until you are reduced to 0 hit points. During that time, you can dictate their actions with verbal commands or dismiss them as a bonus action. You cannot use this feature again until you take a long rest.

Immortal Corpse

Beginning at 18th level, you have resistance to necrotic damage, and bludgeoning, piercing, and slashing damage from nonmagical weapons. Your body no longer ages with the passage of time.

OPTION: PUREBLOOD VAMPIRE

The vampire bloodline origin provides a way to play a character who is deeply changed by the influence of the vampire, usually because of a single vampire ancestor. If you instead would like to play a character whose ancestry is entirely vampiric, a descendant of Iarmov himself, you can use the optional traits below in place of choosing a race.

This option doesn’t perfectly replicate the vampire stat block with player character traits. If your character is transformed into a vampire or otherwise gains the full power of their kind, your DM should simply follow the guidelines for PCs as vampires found elsewhere. The traits below allow you to play a young vampire whose powers have not yet reached their full potential. They, along with the features of the vampire bloodline origin, create a gradual process through which your character gains the powers native to the vampire.

At your DM’s discretion, you may undertake a particular quest or initiation rite to replace all the below traits and your vampire bloodline features with the traits and actions of a true vampire. This will greatly increase the character’s effectiveness, and so DMs are warned to consider the ramifications of allowing a player to reach full vampire potential. Such a change usually alters the vampire’s alignment to lawful evil.

Vampire Weaknesses

You have the following weaknesses.

  • You take 20 acid damage if you end your turn in running water.
  • You take 20 radiant damage when you start your turn in sunlight.

Darkvision

You have darkvision within 120 feet.

FORM OF THE BAT

You can use an action to polymorph into a Tiny bat or back into your true form. While in bat form, you can’t speak or cast spells, your walking speed becomes 5 feet, you have a flying speed of 30 feet, and the only attacks you can make are bite attacks. Your other statistics remain unchanged. Anything you are wearing polymorphs with you, but nothing that you are carrying does. If you die while polymorphed, you revert to your true form.

Undeath

You are considered undead rather than living. Your body does not age with the passage of time.

 

Class Option: The Undead Pact

EDIT: This warlock patron has been mostly replaced in my games with the Undying patron found in the Sword Coast Adventurer's Guide. Though less vampire-themed, that pact option seems close enough to this concept to nullify it. If you're interested in a vampire-themed spellcaster, check out the Vampire Bloodline sorcerous origin.

You have made a pact with a powerful undead being. Since before history began, vampires, liches, death knights, and their god-like masters have struck bargains with mortal servitors, who manage their earthly affairs and keep meddlers from prying. In exchange for complete devotion you learn the necromantic arts, playing the dangerous odds between life and death.

Undead creatures powerful enough to forge a pact include Volgothyde, the god of vampirism; Iarmov the Maimed, whose undeath continues as a disembodied spirit; Sirivus, called the Awakener; Halkhunti the Forgotten Pharoah; and Tormadnon, the lich who dwells at the heart of the Vitollos.

EXPANDED SPELL LIST

The Undead lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell Level        Spells
        1st               false life, sleep
        2nd             gentle repose, invisibility
        3rd              animate dead, feign death
        4th              arcane eye, greater invisibility
        5th              dominate person, scrying

PACT OF THE CHAIN OPTIONS

When you choose the Pact of the Chain, you gain access to the following familiar forms: giant fire beetle, scorpion, swarm of bats, swarm of insects, and swarm of rats.

UNDYING

Starting at 1st level, the first time each day that damage reduces you to 0 hit points, you can make a Constitution saving throw with a DC of 5 + the damage taken. On a success, you drop to 1 hit point instead. Once you use this feature, or if you take radiant damage, you can’t use it again until you take a short or long rest.

UNHOLY VIGOR

At 6th level, your body can access unnatural levels of performance through your undead patron. When you make a Strength, Dexterity, or Constitution saving throw, add 1d10 + your Charisma modifier. You can do so after seeing the initial roll, but before any of the roll’s effects occur.

Once you use this feature, you can’t use it again until you finish a short or long rest.

FLESH OF MY FLESH

At 10th level, your body becomes accustomed to dealing with the undead and forces that animate them. You gain resistance to necrotic damage, and your hit point maximum can’t be reduced.

CHILDREN OF THE NIGHT

Starting at 14th level, you can use an action to magically call 1d4 swarms of bats or rats, provided that the sun isn’t up. While outdoors, you can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, and will remain at your side. If an enemy attacks you, the called creatures move toward it and attack. The creatures leave after 10 minutes, or when you dismiss them with a bonus action.

  Mambabarang  by  Andrei Pervukhin

Mambabarang by Andrei Pervukhin

Class Option: Blood Mage

EDIT: Since playtesting and developing this spellcasting option, it has shifted into the domain of the sorcerer. Not only is that class a better match conceptually, but it is also in dire need of more subclasses. Check out the sorcerer version of blood magic here.

WIZARD: BLOOD MAGE

Within your veins lies the darkest and most dangerous form of magic. Blood is a powerful arcane channeler. Only the foolish or the very wise tamper with it as a component, and those who do often suffer as much as they excel. As a blood mage, you substitute self-mutilation for study. You may not be as well read as your counterparts in other arcane traditions, but the path you’ve chosen taxes the body, not the mind.

Some blood mages discover these occult secrets in ancient grimoires, learning to carve hideous but powerful symbols in their flesh. Others enter the apprenticeship of a vile mentor who personally instructs them. Whether you use blood magic to help others or to serve your own ambitions, it is a practice that leaves scars—literal and figurative.

OCCULT RITES

When you select this tradition at 2nd level, you learn the dark arts necessary to turn your own blood into an arcane enhancement. Instead of using the spell slots listed on the Wizard table in the Player’s Handbook, you spend hit points to cast spells. The hit point cost of a spell is determined by its level, as shown on the Hit Point Cost table. Your blood replaces the material components for any spell you cast this way.

When you cast a spell of 1st level or higher, you reduce your current hit points by the number corresponding to the spell’s level. You can’t reduce your current hit points to less than 1 when casting, and you can’t cast a spell of a level higher than you would normally have access to on the Wizard table. You can’t spend temporary hit points to cast spells.

If you wish to cast a spell at a higher level, use the hit point cost of the level at which you’re casting it.

BLOOD BLIGHT

When you choose this tradition at 2nd level, your blood begins to resist the effects of outside magic. You have advantage on Charisma saving throws against magical effects. When you are the recipient of magical healing, you must expend a hit die in order to benefit from it. If you choose not to spend a hit die, the magic has no effect on you.

HIT POINT COST

Spell Level       HP Cost
       1st                    2
       2nd                   6
       3rd                  10
       4th                  14
       5th                  18
       6th                  24
       7th                  30
       8th                  38
       9th                  50

Additionally, the temperature of your blood becomes intolerably high. You are in a constant state of physical agitation and discomfort, and you find yourself going to extreme lengths to sooth it. For example, you might refuse to set foot in a room where a fire is burning in the hearth, or you might flee the sight of hot food or drink. You have odd physical tics that others find eccentric or off-putting because of the eternal fire raging in your veins. Objects and creatures that touch your blood take 1 fire damage. You are immune to damage from touching your own blood.

PRIMORDIAL WARD

At 6th level, your connection to the primordial powers is strong enough to protect you from the elements. When you’re below half your hit point maximum, you have resistance to cold, fire, lightning, and poison damage.

SOUL CAPILLARY

Starting at 10th level, you can draw on the soul force of nearby creatures to make your lifeblood course stronger. When you are within 10 feet of a living creature, you can use your action to spend a hit die and gain temporary hit points equal to your wizard level + your Intelligence modifier.

PRIMORDIAL FLICKER

At 14th level, your arcane spells send a swirl of steaming blood around you. If you’re maintaining concentration on a spell when a creature hits you with a melee attack, you can use your reaction to teleport 5 feet. The attacker must succeed on a Dexterity saving throw vs. your spell save DC or miss with the attack.

  Pain Seer  by  Tyler Jacobson

Pain Seer by Tyler Jacobson