Base Class: Sorcerer
You could be a powerful hemomancer who sacrificed something great for power, a nocturnal vampire descended from the Tepes or Zarovich bloodlines, or a dhampir embracing both of your families. Whatever the case, you are infused with blood-bending, mind-manipulating power, as well as a physical form others would kill to have.
On Domiran, these practitioners are believed to be extinct. The ancient Zarovich family, upon being outed as vampires and exiled from their home in Monolith, fled into the goliath-infested mountains of northern Spire. Their lineage is believed to be long gone, though there are folktales about blood-bending witches in the north.
Eidolic Body
Your vampiric heritage perfects your physical form. When you adopt this bloodline, you gain the following benefits:
- You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
- You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity.
- You can go without breathing for four times as long, you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however.
- You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of red.
- You have advantage on Wisdom (Investigation) and Wisdom (Perception) skill checks that rely on hearing or smell.
- You have a climbing speed equal to your movement speed. Furthermore, you can climb difficult surfaces, including upside down on ceilings, without having to make an ability check. At 9th level, you also gain the ability to move across liquids on your turn without falling during the move.
Hemomancy
You learn additional spells when you reach certain levels in this class, as shown on the Sanguine Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an enchantment, necromancy, or transmutation spell from the sorcerer, warlock, or wizard spell list.
|
Sorcerer Level |
Sanguine Spells |
|
1st |
charm person, feather fall |
|
3rd |
alter self, suggestion |
|
5th |
hypnotic pattern, vampiric touch |
|
7th |
charm monster, polymorph |
|
9th |
negative energy flood, telekinesis |
In addition, consult the Vampiric Manifestation table and choose or randomly determine a way your blood magic alters your form.
|
d6 |
Vampiric Manifestation |
|
1 |
Your canines are particularly sharp. |
|
2 |
Your skin is very pale. |
|
3 |
Sunlight makes you uncomfortable. |
|
4 |
You feel more awake at night than you do during the day. |
|
5 |
Your skin is cold and clammy to the touch. |
|
6 |
You have an intense fascination with blood. |
Misty Retreat
You can momentarily dissolve your material form to escape death. Starting at 6th level, when you are reduced to 0 hit points, you can use your reaction to transform yourself and everything you're wearing and carrying into a cloud of mist until the start of your next turn.
When you do so, you instead drop to 1 hit point, and you immediately move up to 30 feet without provoking opportunity attacks. You can pass through small holes, narrow openings, and even mere cracks as part of this movement, though you treat liquids as though they are solid surfaces. You can also move through creatures and objects as if they were difficult terrain. You are shunted to the nearest unoccupied space if you end your turn in the same space as another creature or inside an object. You can’t fall and remain hovering in the air even when stunned or otherwise incapacitated.
While in this form, you have advantage on Strength, Dexterity, and Constitution saving throws. However, you can’t talk or manipulate objects, and any objects you were carrying or holding can’t be dropped, used, or otherwise interacted with. You also can’t attack or cast spells.
At the start of your next turn, you return to your material form. Once you have entered this form, you cannot do so again until you have finished a long rest, unless you spend 3 sorcery points to use it again.
Dark Reclamation
The contents of your perfect body, while precious in nature, are easily regenerated. Starting at 14th level, when you are below half your maximum hit points, you can use a bonus action to regain hit points equal to your level in this class + your Charisma modifier. When you use this feature, you can simultaneously replace a severed limb. The replacement limb need not be yours, but it must be from a creature that is your size, and it must be the same limb. You don't gain either of these benefits if you have 0 hit points.
You can use this feature a number of times equal to your Constitution modifier (minimum of once) per long rest.
Your cells also regenerate almost as quickly as they deteriorate. You age at a slower rate, physically aging only 1 year for every 10 years that pass, and you are immune to disease.
Sanguine Power
Your control over blood knows no bounds. At 18th level, when you use a Metamagic option, you can use your own lifeforce in place of sorcery points. For each sorcery point required, you can instead expend one hit die, rolling them and taking necrotic damage equal to the number rolled. This damage cannot be reduced in any way, and if it reduces you to 0 hit points, the spell fails.
When you use this feature to augment a spell that deals damage, the spell's damage type becomes necrotic, and it deals additional damage equal to your level in this class + your Charisma modifier.
Comments