Cleric
Base Class: Cleric

Sometimes to defeat evil, you must become the darkness which you seek to destroy. Undeath clerics are half-vampires, and through an ancient and forbidden practice of subjecting themselves to the curse of the vampire, they become immortals who remain in a state of being partially turned. An undeath cleric uses their faith to protect themselves from any further corruption from the curse, all while harnessing the vampiric energies that now reside inside them. 

Domain Spells

Cleric Level

Spells

1st

charm person, false life

3rd

alter self, spider climb

5th

fly, vampiric touch

7th

dimension door, phantasmal killer

9th

dominate person, raise dead

 

Curse of the Vampire

You no longer age by natural means; and though you still require food and drink to survive, it tastes unpleasant to you, as only the blood of living creatures now suits you pallet. Other vampiric traits manifest as well, such as not having a reflection, or aversion to garlic and such; but none have a debilitating effect.

Creature of the Night

Starting when you choose this domain at 1st level, you have darkvision out to a range of 120 feet and you have advantage on Dexterity (Stealth) checks while in dim light or darkness..

Channel Divinity: Unbound Vampirism

Starting at 2nd level, you can use your Channel Divinity to unbind the vampirism within you.

As an action, you transform yourself for a number of minutes equal to your cleric level. This effect ends early if you start your turn in direct sunlight.

For the duration, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. While transformed in this way you grow fangs that you can use to make an unarmed strike. When you hit with your fangs, the strike deals 1d6 + your Strength modifier piercing damage.

Improved Vampirism

At 6th level, your transformation becomes stronger, when you use Unbound Vampirism. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Also, during this transformation, as an action, you can polymorph into a tiny bat or back into your true form. While in bat form, you can’t speak, cast spells, or attack, 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, but anything you are wearing or carrying transforms with you, and is inaccessible while transformed in this way. 

Vampiric Strike

At 8th level, you gain the ability to infuse your melee weapon attacks with vampiric energy. Once on each of your turns when you hit a creature with a melee weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Ancient Hunger

Beginning at 17th level, your attacks draw healing energy from your opponents. When you deal damage with your vampiric strike, you regain hit points equal to the necrotic damage dealt by the attack.

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