Base Class: Sorcerer
You have vampiric blood running through your veins. Whether by bloodline or blasphemous ritual. You now command the horrific power of the vampire. Enslave the minds of the weak and feed upon helpless souls.
Sanguine spells.
You learn additional spells when you reach certain levels in this class, as shown on the Sanguine Spells table. Each of these spells 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 a Necrotic, Illusion, or Enchantment spell from the sorcerer, warlock, or wizard spell list.
1st level: Charm Person, Sleep
3rd level: Suggestion, Wither and Bloom
5th level: Animate Dead, Hypnotic Pattern
7th level: Blight, Greater Invisibility
9th level: Dominate Person, Enervation
Hieromancy Casting
Starting at 1st level the power within your blood begins to awaken, fueling your spells. Rather than casting spells with spell slots. You may cast a spell using your hp. When you do so you take necrotic damage equal to 5 times the spells level for 1st - 5th level spells or 10 times the spells level for 6th -9th level (You cannot use this feature with cantrips) . When you use Hieromancy Casting you get the following benefits.
- Damaging spells you cast roll two extra damage die.
- Enchantment and Illusion spells you cast last twice as long.
You may use this feature an amount of times equal to your proficiency bonus plus your charisma modifier. You must know the spell in order to cast it through Hieromancy and it must be a sorcerer spell. (Cannot use magic items with this feature.) The damage you take cannot be reduced in any way.
Hierophant's Curse
When you reach 6th level. you channel the life forces of those who oppose you. Twice per short rest as a bonus action you may choose an amount of creatures equal to your charisma modifier within 60ft to be branded by the hierophant's Curse for one minute. Once per turn all cursed targets that take damage from your attacks or spells take additional necrotic damage equal to your level plus your charisma modifier. When a cursed target is killed, you heal an amount equal to your level plus your proficiency bonus.
Transform into Bat
When you reach 6th level. You may transform into a bat as if the spell "Polymorph" was casted on you. This does not include the changes to your mental scores and you cannot attack in this form. You may use the feature a number of times equal to your proficiency bonus.
Vampire Lord Transformation
When you reach 14th level. The power coursing through your blood starts to manifest. Once per day as a Bonus action you may spend 1/4 of your Max hp to enter a vampire lord form for 1 minute. While in this form you gain the following benefits.
- You gain a flying speed of 30ft and you can hover, or a base walking speed of 60ft
- You gain Temp Hp based on 3 times your sorcerer level.
- You grow razor sharp claws, you manifest a natural weapon . It counts as a simple melee weapon for you, and you use your spell attack modifier for the attack and damage rolls. It deals 2d10 slashing damage on a hit . You can attack twice when you take the attack action on your turn.
- Once per transformation You may let out a terrifying scream. You choose creatures within 60ft equal to your charisma modifier. They must pass a Wisdom save where The DC is equal to your spell save DC. Creatures that fail take 10d10 psychic damage and are frightened, or half as much on a success and aren't frightened. While frightened they are incapacitated.
When this form ends, as an action you may spend 6 sorcery points and 1/4 of your max hp to enter this form again. If you are knocked unconscious the transformation ends early.
Blood Storm
When you reach 18th level. You Unleash the full power of your vampiric Bloodline in a maelstrom of blood. As an action, you may spend 10 sorcery points and half of your Max hp to summon a storm of blood. Pick a location within 500ft, you create a 120ft sphere of blood that rains down at that location for 1 minute. The blood storm has the following effects.
- Enemies caught inside the Blood Storm take 5d12 Necrotic damage at the start of their turns.
- Enemies have disadvantage on all saving throws against you and your allies spells and abilities while in the Blood Storm.
- You and your Allies in the Blood Storm life steal half of the damage dealt to enemies.
- When a hostile creature dies in the blood storm. You and up to 3 allies heal an amount equal to your charisma modifier plus your level.
If you drop to 0 hit points the Blood Storm ends early.
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