Wizard
Base Class: Wizard

a more classical take on the Vampire of legion

Vampirism

Upon choosing this subclass at level 2 you gain the following benefits and draw backs to reflect your dark transformation

Bite

Bite. As a bonus action to a willing, paralyzed, charmed, incapacitated, restrained, or grappled creature within 5, intelligence + Proficiency bonus to hit, 1d4 pricing + (Your Charisma Modifier) necrotic damage, you regain Hit Points equal to the amount of necrotic damage dealt

Blood feeding

You know longer need to eat but you must feed on blood every day this is done by performing you bite ability on at least one creature. every 24 hours you go with out feeding results in you gaining a level of exhaustion. levels of exhaustion gained this way cannot be removed by long resting

Dark turn

If a creature drinks your blood you roll 1D4 if they fall to 0 hit points or die outright with in a number of days equal to the roll they turn in to a vampire spawn, the spawn is not loyal to you but you have advantage on all skill checks directed towards the new spawn, the spawn has disadvantage on all saving throws against your abilities and spells

Eyes of night

you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. To a maximum of 120ft. seeing dim light as bright light and darkness as dim light. in shades of red

keen senses

You have advantage on perception (wisdom) checks that rely on hearing and smell as well as perception (wisdom) checks that rely on sight while in dim light or darkness

Sunlight hypersensitive

While in direct sunlight you have disadvantage on perception checks and attack roles as well as all skill roles and saving throws using Strength, Dexterity and Constitution furthermore you take 1d4 radiant damage for every minute spent in direct sunlight 

Timeless

You no longer age and can not be aged magically furthermore you no longer require sleep but can spend 8 hours performing light activities (such as keeping watch or reading) to gain the results of a long rest

Vampiric Charm

You gain experience in the persuasion skill if you already have experience in this skill you gain proficiency in any other Charisma based skill

Toxic Venom

 you can choose to have your bite attack deal an additional 1d4 necrotic damage this increase to 2d4 at level 10 and 3d4 at level 14 when you deal this additional damage to a creature and do not kill them out right they must make a constitution saving throw against your spell DC on a success nothing happens on a fail the creature is poisoned for 1d4 hours the creature can remake the save at the end of each of their turns.

Mist of Darkness

 if you fall to 0 hit points but don't die out right you as a reaction fall to 1 hit point and can move up to 30ft (this movement does not provoke attacks of opportunity) when you use this feature you take the form of cloud of mist and return to your normal from at the end of your turn

you can use this feature once every long rest

Cursed Forms

you can transform your body taking on the form of a either a Dire wolf or a swarm of bats adopting their physical states (str, dex, con) but retaining your mental states (int, wis, chr) when you transform you keep your current hit points but gain temporary hit points equal to your level plus intelligence modifier, when you transform anything you are wearing forms in to your body unless you choose for it to remain separate this transformation last a number of hours equal to your intelligence modifier

while in this form you can ignore the verbal and somatic components of spells you cast

you can use this feature a twice every long rest

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