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.