Sorcerer
Base Class: Sorcerer

To choose this path you must be a creature of the night. This subclass is designed for vampires and dhampirs. To choose this subclass means your character is of the first blood whether it was born from the first vampire or bitten and turned it has the blood of the ancients in it and may evolve into this subclass

You now have a vulnerability to silver upon touching it you lose 1 hp and if your cut with it you lose all abilities and powers beyond that of a normal human for 1 hour however your still a vampire and if the wound is mortal it will put you into death saves

 

Direct sunlight will keep you from healing and all spells cast will be at disadvantage. You don't need to sleep but for long rest must instead do 6 hours of low activity. You have resistance to cold damage but vulnerability to fire damage. 

Eternal Fate

You now have fangs to match your blood curse. 

 

You grow claws that are able to do 1d4+1 slashing damage

 

You also no longer need to breathe

Feeding

Your fangs can now do 1d6+2 piercing damage you now must feed on the blood of the living at least once a day or you start losing strength

 

Everyday you don't drink blood starting at 48 hours without blood you take a -1 penalty on strength until your at 1 strength then you take a -1 penalty to health everyday until your at 1 health. Then you fall into a coma until you get blood again staying at 1 health and 1 strength. 

 

You must consume 10 pints of mundane blood a day to maintain yourself or 5 pints of magical blood(blood of a magical creature or spellcaster) if you consume dead blood you will be paralyzed for 1 hour and unable to cast any spells for 5 hours 

 

Starting at 1st level, when you feed on a creature for the first time during a combat you gain half their hit points and you have advantage on intimidation checks on any creature that witnesses you feed 

 

Starting at 3rd level you regain 1 spellslot when you feed for the first time everyday

 

Starting at 5th level for 1 hour after you feed you can acquire and maintain the memories and knowledge of a mundane creature you fed on or you gain the ability to cast a single spell of a magical creature or caster you fed on and can cast it at no cost 

 

Starting at 8th level when you feed on an creature(non-pc if the dm says it) you may choose to make it a thrall if you do you do not gain anything from the bite but the creature is now unable to hurt you, you can only have 1 thrall at a time, and is mostly obedient to you it will do nearly anything you say within reason 

 

-It won't kill those it cares about

 

-It won't harm itself

 

-It still maintains its own personality and mindfulness it just now sees you as like a master so while it may do what you say it might still say cuss out your teammate and may even try to kill them unless you order them otherwise 

 

-As well the thrall will only perform actions that it can perform for instance if you tell it to go fight some very intimidating creature and it loses a intimidation check it may not run away if you tell it not to but it won't attack that scary creature as well if the thrall doesn't understand the order they can't perform it

Cursed Bite

Starting at 6th level, you can gift your curse upon another living soul via a cursed Bite. Make your bite attack but as a 2d6+2 poison damage the creature must make a constitution save every turn for 3 turns starting on the turn of the bite if they fail 2 out of 3 saves they take on the Curse of the Ancient blood and become a vampire

 

Alternatively if the bitten creature then takes in the blood of the cursed(by drinking your blood or you forcing it into their bloodstream) they will automatically fail all con saves and take the curse

Ancient Power

Starting at 10th level, you can choose between mental, magical, or physical power depending on your choice you will gain spells and abilities

 

Mental: You may cast these spells once per long rest Animal friendship,  Dominate Monster, Suggestion, Mass suggestion

 

Physical: You gain +2 to your strength and dexterity scores and they now can be a max of 22. You gain 20 movement speed and the ability to make a claw attack that is dex based and deals 1d12+5 slashing damage

 

Magical: You gain the cantrips Control Flame, Gust, Shape Water, and Mold Earth permeantly

Ancient Form

Starting at 14th level, once per long rest as long as you have fed within the past 24 hours, at will you can transform into your Ancient form giving you the powers of old depending on your choice at 10th level 

 

Your skin Turns white, all your hairs fall out, you grow 3 inch long claws and all your teeth turn into sharpened fangs, your eyes turn to slits and your senses pick up however even 5 seconds of sunlight in this form can instantly kill you 

 

Physical: You Grow a Large pair of White wings. You gain +5 to your Strength, and Dexterity. Your movement speed and hit points double, and gain flight speed equal to your movement speed.Your AC is 15 while not wearing any armor. You gain resistance to all physical damage except those by silver blades

 

Mental: Your eyes start glowing red with power. You gain +5 to your Intelligence and Charisma. Any creature you give a command to must make a charisma saving throw or be compelled to do it unless the command would make the creature harm someone or be harmed. If the creature is below your level they will listen without a charisma check

 

Magical: A bone crown forms out of the top of your head. You gain the ability to cast these spells at will at their base level until the end of this ability Greater Invisibility, Misty step, vampiric touch, alter self however while in this form you can only cast those spells 

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