Things that happen when you drink magical blood

This is a collaborative effort by the r/d100 community. The original can be found here, but has been modified to take advantage of Chartopia's input variables and language features.

Pick from any or all of the magical blood sources, and roll to see what the effect is.

Image source

This chart uses input variables
  • magical_blood_type
Result

{%if magical_blood_type == {Any}%}

{% magical_blood_type = {Unicorn Blood|Dragon Blood|Demon Blood|Celestial Blood|Ritual Blood} %}

{%end%}

{%if magical_blood_type == {Unicorn Blood}%}

Unicorn Blood

Roll on "Unicorn Blood"

{%else%}

{%if magical_blood_type == {Dragon Blood}%}

Dragon Blood

Roll on "Dragon Blood"

{%else%}

{%if magical_blood_type == {Demon Blood}%}

Demon Blood

Roll on "Demon Blood"

{%else%}

{%if magical_blood_type == {Celestial Blood}%}

Celestial Blood

Roll on "Celestial Blood"

{%else%}

{%if magical_blood_type == {Ritual Blood}%}

Ritual Blood

Roll on "Ritual Blood"

{%end%}

{%end%}

{%end%}

{%end%}

{%end%}


Subcharts

Unicorn Blood (d12)

d12 Result

1

  • Re-roll
  • Re-roll

2

You slowly transform into a unicorn as though a True Polymorph spell was cast on you. This effect takes Roll 5d20 days to fully transform, but you take on some traits as the effect goes on. While transforming, you can stop the effect by casting Greater Restoration on you. If the effect ends this way, any change to your appearance or statistics do not end. After the effect is made permanent, only a Wish spell or greater magic can end the effect on you. If you hit 0 or less hit points, you do not revert back into your old form. You remain in control of your character.

3

Your health maximum increases by a number of dice equal to half your level (rounded down) of the type of dice your level 1 class has for a number of days equal to twice your level (for example, if you are a level 9 bard, you get Roll 4d8 extra max HP for 18 days; if you are level 13 with 8 in paladin and 5 in cleric, you get 6 dice but the type depends on which one you were at level 1). As long as you have this increase in max HP, you have disadvantage on all saving throws in which you are not proficient.

4

You grow a unicorn horn and hooves replace your feet over the course of Roll 2d4 days. You can cast the spell cure wounds once per day with your horn. A cure wounds cast this way can be cast on anyone anywhere by speaking their name. You can attack with this horn at risk of a concussion.

5

You are now immune to all disease. Werewolves lose their ability to transform and Vampires have their curse lifted

6

Your hands appear to constantly produce golden glitter. Once per day, you can cast the spell Cure wounds as a first level spell, causing the glittery substance to disintegrate into white light as you do so. Also, you can activate the substance as though using the Light cantrip

7

All colors begin to slowly shift in hue, blues slowly turn to red, red to greens, greens to blues. (Think of the hue slider in Photoshop)

8

The blood mixes badly with the chemistry of your body, causing you to start hallucinating monsters. Whether they hallucinate others as the monsters or see monsters where there is nothing is to the DM/GMs discretion

9

You grow increasingly allergic, to the point of taking damage, to the touch of non-virgins, which might complicate touch-based spells such as healing.

10

You get butterflies in your stomach. Literally. You suffer from the poisoned condition for Roll 2d6 days, and puke glowing ethereal monarch butterflies every hour if you fail a DC 15 constitution save.

11

An urge develops in you for more unicorn blood. Any other blood will help with this, but only unicorn will satisfy you, for a short time. You must drink half a pint of fresh blood every Roll 1d4 days or suffer disadvantage on all ability checks that don't rely on strength, and every day you go on without it you become less yourself and more animalistically hostile to those around you. If you haven't drunk any blood Roll 1d4 days after the urge kicks in you must succeed a DC 15 wisdom save each day or become hostile to any creatures around you. If you drink unicorn blood the urge is satisfied for Roll 5d4 days.

12

You lose all your hair and grow a noseless face on the back of your head that reeks of garlic. It will whisper to you to drink more unicorn blood to keep it alive (otherwise it disappears after Roll 2d10 days).

Dragon Blood (d8)

d8 Result

1

  • Re-roll
  • Re-roll

2

You slowly transform into a dragon wyrmling as though a True Polymorph spell was cast on you. The color of the dragon depends on the type of dragon the blood came from. This effect takes Roll 5d20 days to fully transform, but you take on some traits as the effect goes on. While transforming, you can stop the effect by casting Greater Restoration on you. If the effect ends this way, any change to your appearance or statistics do not end. After the effect is made permanent, only a Wish spell or greater magic can end the effect on you. If you hit 0 or less hit points, you do not revert back into your old form. You remain in control of your character.

3

You gain the effect of a dragonborns first level breath weapon permanently. The breath type is decided on which type of dragon it came from. If already a dragon born you get two uses of your breath weapon a day permanently.

4

You gain a personality trait based on the color you drank blood from.

  • Black: You become apathetic and believe nothing is worth the time because it will all be destroyed eventually.
  • Red: Whenever you find out someone apposes you, you will do everything in your power to resist them.
  • Green: You often lie and believe that people are better off living in a white lie.
  • White: You occasionally forget simple things that you were supposed to remember.
  • Blue: You commit sinister pranks on both your friends and enemies.
  • Gold: You occasionally want to eat a gold piece or two.
  • Silver: You prefer more defensive actions over directly offensive.
  • Copper: You become an endless stream of dad jokes.
  • Brass: You try to talk to everything, even evil and unintelligent beings.
  • Bronze: Every time you do something impressive, you strike a pose.

5

You gain a constant Speak with Animals effect, but only with birds.

6

Your eyes instantly become reptilian slits, and grant you permanent dark vision. However, the world to your eyes is tinted the color of the dragon from which you drank, even in bright light.

7

Sadomasochism - For a number of hours after the blood is consumed equal to the character's hit dice, they get a +1 to attacks, saves, and skill checks for one round per every 10 points of damage they've taken and/or dealt in the previous round. They also become obsessed with absorbing and inflicting pain, moaning with pleasure when ever they take damage, being very aggressive and violent.

8

An urge develops in you for more dragon blood. Any other blood will help with this, but only dragon will satisfy you, for a short time. You must drink half a pint of fresh blood every Roll 1d4 days or suffer disadvantage on all ability checks that don't rely on strength, and every day you go on without it you become less yourself and more animalistically hostile to those around you. If you haven't drunk any blood Roll 1d4 days after the urge kicks in you must succeed a DC 15 wisdom save each day or become hostile to any creatures around you. If you drink dragon blood the urge is satisfied for Roll 5d4 days.

Demon Blood (d8)

d8 Result

1

  • Re-roll
  • Re-roll

2

You slowly transform into a Vrock/ Barbed Devil as though a True Polymorph spell was cast on you. This effect takes Roll 5d20 days to fully transform, but you take on some traits as the effect goes on. While transforming, you can stop the effect by casting Greater Restoration on you. If the effect ends this way, any change to your appearance or statistics do not end. After the effect is made permanent, only a Wish spell or greater magic can end the effect on you. If you hit 0 or less hit points, you do not revert back into your old form. You remain in control of your character.

3

In times of stress, you hear whispering in Infernal and see spots in front of your eyes. When you fail a saving throw, roll a d20. On a 1, you are restrained until the end of your next turn.

4

After 6 seconds you take Roll 3d6 fire damage and Roll 3d10 piercing damage as two horns quickly grow through your head as if you were a demon. your hands permanently become claws that deal Roll 1d8 slashing damage. your new hands are not accustomed to holding weapons. unless they are specially made for your hands, you have disadvantage on attack rolls made with those weapons.

5

Your flesh turns a deep blood red permanently.

6

taking in that which is unnatural can be good for you or your soul. For the next Roll 1d4 days for the purpose of resolving a detect good and evil spell, your type is Feind

7

You gain +1 Hit Point per Level; gain +1 STR & +1 CON. However… wounds no longer heal, and "Cure" spells are ineffective, unless you torture to death one being of your race each month... then each week... then each day. Torture does not need to be excessively prolonged, but must at least qualify as a painful kill (burning to death works, but it must not be instantaneous). Naturally, unless you're already evil, alignment will shift. Even torturing evil-doers isn't really the act of a good or even neutral person.

8

You gain the ability to cast Crown of Madness and Scorching Ray each 1/day and +1 Str and Con as your skin gardens and your eyes turn red with the internal power inside you. However, some creatures can sense this darkness inside you. Roll 1d20 when you encounter a beast or monstrosity. On a 15 or higher they become more hostile to you If they were friendly they become neutral and uncertain, if they were neutral they become hostile and if they were hostile they will try and attack you.

Celestial Blood (d8)

d8 Result

1

  • Re-roll
  • Re-roll

2

You slowly transform into a Couatl as though a True Polymorph spell was cast on you. This effect takes Roll 5d20 days to fully transform, but you take on some traits as the effect goes on. While transforming, you can stop the effect by casting Greater Restoration on you. If the effect ends this way, any change to your appearance or statistics do not end. After the effect is made permanent, only a Wish spell or greater magic can end the effect on you. If you hit 0 or less hit points, you do not revert back into your old form. You remain in control of your character.

3

Over the course of Roll 2d4 days you grow white feathered wings that allow you to fly your movement speed if not incapacitated grappled etc.

4

You can read and speak Celestial for the next Roll 1d4+2 days

5

You glimpse a tiny portion of the pure light that flows through the universe, and the sensations overwhelms you completely to the point where you drop unconscious. When you awake, you feel disoriented and forgetful, but still feel the sensation of that light. You lose your most recent level, but in it's place gain one level as a celestial warlock. (if you don't have XGtE, You are immune to all diseases and your blood works as a healing potion instead)

6

Your flesh turns a brilliant white tone permanently.

7

The character is slowly overtaken by the god who tries to re-incarnate using his blood's drinker's body. The forgotten deity has a random alignment of character and element. It is possible to share the body rather than be replaced by the ancient by persuasion.

8

You are marked by the gods as a source of great hatred towards them. You have disadvantage on religion checks, and receive a -2 penalty to healing granted by clerics and paladins.

Ritual Blood (d5)

d5 Result

1

  • Re-roll
  • Re-roll

2

This was a transformation ritual. You instantly transform into the form of the thing that "donated" the blood to the ritual. This replaces your current player race and replaces it with the race of the new form. If this would turn you into a type of animal, you turn into the animal and have all stats replaced. The DM can decide if you remain in control of your character when turned into an animal this way. The effect can be ended by a Greater Restoration if you are willing, otherwise you make a save.

3

Every morning that you wake up after this, you'll notice a small depression at the end of your bed, similar to one left by someone who was sitting there for a long time.

4

Once a year, you may instantly summon the halfling Rogue, Jim, wherever he may be and whatever he may be doing.

5

You are now the new source of the sacrifice's life energy. When you fail a saving throw, your next minute is spent trying to complete the ritual. The square in front of you is treated as difficult terrain for one minute when you do so.