Base Class: Sorcerer
To be a pureblood Vampire is to be a true Vampire. This class will be an integral part of your character and as such must be taken either at 1st level (character inception) or given by another pureblood in game. Only a Human or Elf race may take this class. While over the ages the Vampire visage has been tainted by gods turning this incredible gift into a disease or curse on the masses, the Pureblood Vampires have remained the apex version of life.
-The Purebloods do not fear the light of day, although the sun may still remain irritating at times. Nor do they need to avoid water or get permission to enter a residence. Radiant damage has no added affect on them.
-Purebloods do not feel the effects of time and will live forever unless killed by other means.
-While they can eat common food, they do not need it to survive. A pureblood needs only to drink blood from a living host at least once a week in order to survive. If a Vampire goes without blood for a full week they will slip into a kind of hibernation from which they cannot awake unless given fresh blood. Blood from the dead will not help a Pureblood and will almost always be repulsive and indigestible.
-One cannot become a Pureblood Vampire unless they ingest the blood of a living Pureblood. This is considered a great gift and is rarely given.
Vampiric Origin
Your vampiric blood grants you spells and abilities.
| Sorcerer Level | Spell |
| 1st |
charm person, command,
|
| 2nd |
misty step, spider climb, darkness
|
| 3rd | gaseus form, |
| 4th | polymorph,1 |
- You can cast vampiric Spells by using blood points up to spell level.
- You gan darkvision 60 feet.
- Your unarmed strikes use a 1d6 as their damage die, and use your Charisma instead of Strength for their attack and damage rolls
Vampiric Regeneration
At the start of each of your turns, At the start of each of your turns, you gain a number of temporary hit points equal to half your Sorcerer level, rounded up. The amount of temporary hit points gained is halved when you are in sunlight or running water.
at 14th level: Gained temporary hit points equal tou your Sorcerer level
at 18th level: Gained temporary hit points equal tou your Sorcerer level + 1d6
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 at 14th level, you can transform into a Tiny bat or back into your true form at will.
While in bat form, you can't speak, attack, or cast spells, your walking speed is 5 feet, and you have a flying speed of 30 feet. Your statistics, other than your size and speed, are unchanged. Anything you are wearing or carrying transforms with you.
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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