Sorcerer
Base Class: Sorcerer
Cursed Fate

Few choose to walk the path of darkness. Choose or randomly determine how you ended up becoming a vampire kin.

d6 Cursed Fate
1 Down a misty ally you survive a chance encounter with a vampire spawn.
2 You were born as a Dhampir as one of your parents was a true vampire.
3 A deal with a devil has left you with a thirst for the living.
4 Your revival left you in the twilight between life and death.
5 You survived the kiss of a succubus.
6 You willingly allowed a vampire to turn you as part of a cultic ritual.

Vampire Magic

1st-level Vampire Origin feature

You learn additional spells when you reach certain levels in this class, as shown on the Vampire 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 an enchantment or a necromancy spell from the sorcerer or warlock spell list.

Vampire Spells
Sorcerer Level Spells
1st charm person, inflict wounds
3rd darkness, enthrall
5th fear, gaseous form
7th charm monster, compulsion
9th danse macabre, dominate person
   
   
   
   
   
   
   

Vampiric Evolution

1st-level Vampire Origin feature

At 1st level, as you cast spells you begin to manifest more and more vampiric traits. When you cast a sorcerer spell using a spell slot of 1st level or higher you gain an amount of Blood Points equal to the level of the spell slot used.

Life Drinker

1st-level Vampire Origin feature

Also, at 1st level, your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient.

Hypnotic Alure

6th-level Vampire Origin feature

At 6th level, your supernatural draw pulls in your victims without them suspecting a thing. When a creature is under the charmed condition by you attacks made with your fangs have advantage and these attacks are not perceived as a hostile action and won't break the charm.

 

Vampiric Resilience

14th-level Vampire Origin feature

At 14th level, your kind falls not for their own charms. You gain immunity to the Charmed condition and resistance to necrotic damage.

Regeneration

18th-level Vampire Origin feature

At 18th level, the surplus of magic and blood in your system has sped up your natural regenerative abilities greatly. While you are conscious you regain 1 hit point at the start of each of your turns (10 hit points each minute). Any severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, it instantaneously causes the limb to knit to the stump.

 

Previous Versions

Name Date Modified Views Adds Version Actions
9/13/2022 5:28:47 AM
2
1
5
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes