Base Class: Sorcerer
Your innate magic stems from the mingling of your bloodline with the blood of a vampire. Some sorcerers with this origin can trace their powers back to an ancient bargain with a powerful vampire. When a vampire takes particular interest in a mortal being, they may allow that humanoid to have a taste of their blood. This ritual is seldom practiced, and few vampires would ever even dare to try it. But this is not the only way to gain this origin, as many of these sorcerers can trace their powers to a near-
death experience with a vampire. Whatever the case, vampiric magic permeates your blood, as well as your very being. Vampiric sorcerers most often try to hide their ancestry, since their origins can make them as reviled as the vampires that spawned them. However, a select few embrace their vampiric ancestry, and may even seek to become true vampires in death.
Denizen of the Night
Vampiric Ancestry
You can cause a creature to re-roll a successful saving throw made against being charmed by sorcerer spells you cast. After using this feature on someone you cannot use it on them again for seven days.
Ancestral Regeneration
Your bloodline gives you incredible regenerative power. You have a pool of regeneration die (d6) equal to your sorcerer level. As a bonus action, you can roll a number of these die equal to your charisma modifier or less, and heal the amount rolled. You regain all expended die after a long rest. If you are in direct sunlight, your regeneration die are d4s.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Additionally, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Shapechanger
Starting from 14th level, the vampiric sorcerer is able to call on their ancient bloodline, offering them the ability to transform their body into a tiny bat, a medium cloud of mist, a large Dire Wolf, or their true form as a bonus action.
While in bat form, the sorcerer can't speak, it's walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. The sorcerer reverts to their true form if they die.
While in mist form, the sorcerer can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. Lastly, the sorcerer becomes immune to all non-magical damage.
While in dire wolf form, the sorcerer can't speak and it's walking speed is 50 feet. It's statistics are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. The sorcerer reverts to their true form if they die.
Call of the Dead
At 16th level, you may choose to lose your humanity or remain half vampire.
Crimson Essence
The undeath in your blood takes over, turning you into as close to a vampire as it will allow. Due to this, you experience the following benefits and consequences;
- You are classified as Undead (as well as the creature type you were before this change.)
- Your heartbeat slows to a stop, blood stops flowing through your veins.
- You must rely on the life source of other beings to survive. If you go 7 days without feeding on the essence of another creature in some way, you will take a point of exhaustion.
- Your Charisma and Intelligence scores both increase by one point, but your Constitution score decreases by one point.
- You gain resistance to Necrotic and Cold damage, and vulnerability to Radiant damage.
- You cannot enter a residence without an invitation from one of the occupants.
- You gain Sunlight Sensitivity.
- You gain advantage on persuasion rolls.
- Your eyes turn red.
Keep Humanity
Nothing changes.
Deathly Charm
At 18th level, you gain the ability to cast Charm Person at will as a 1st level spell, without expending a spell slot. When you cast the spell in this manner, you must use your concentration to maintain it, and the creature regards you as a trusted friend to be heeded and protected, rather than a friendly acquaintance. Additionally, the creature must succeed on a Wisdom saving throw against your spell save DC at the end of the duration to realize it was charmed by you.
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