Sorcerer
Base Class: Sorcerer

With the blood of the Nosferatu coursing through thy veins. You can now call upon the horrors of the night to serve your dark desires. However it comes at a cost to your humanity if you even have a shred of it left. Do you reject this heresy or fully become the vampire lord you were meant to be? The remnants of the scourge as well as vampire heresy has found its way across the twilight realms. Latching its foul magic onto every ounce of your being. Now cursed with this power. Do you use it for good? Or do you delve into depravity in order to harness its full power?

If you are a Dhampir lineage you gain extra features with each subclass ability and if you are a Sanguine Nobilis you gain even more features. Additionally if you are a Sanguine Nobilis. You cannot multiclass into or out of this subclass.

Blood Casting (3rd Level)

The power within your blood begins to awaken, fueling your spells. Rather than casting spells with spell slots, you may instead cast spells using your own hit points. Whenever you cast a spell this way. You may pay hit points equal to 5 times the spell level capping at 5th level spells. (Must be able to cast 1st through 5th level spells). You cannot upcast spells this way. You may use this feature an amount equal to your proficiency bonus.

Dhampir and Sanguis Nobilis:

You may also use this feature to be able to cast 6th through 9th levels spells (Must be able to cast 6th though 9th level spells). The hit points sacrificed this way equal to 10 times the spell level.

Sanguis Nobilis:
Whenever you cast a spell using this feature that kills a creature. It counts as nourishment to alleviate your cursed of the scourge feature for 1 day and direct sunlight doesn't hinder your vampiric powers for 1 hour.

Level 6: Hierophant Glyph (6th Level)

As an action, you conjure a glyph of pure necrotic energy at a location within 120ft of you the glyph is 40ft in diameter. The glyph lasts for 1d4 rounds and can be dispelled with a remove curse. At the start of each of your turns, all creatures in the glyph radius must make a constitution saving throw against your spell save DC. On a failure the creature takes 10d4 necrotic damage or half as much on a success and you are healed for the damage dealt. You may use this feature once per short rest.

Dhampir and Sanguis Nobilis:

When placing down a glyph with this feature. You may expend sorcery points to increase the damage done by 1d4 per sorcery point to a maximum of 5d4. You may use the Hierophant glyph feature twice per short rest.

Sanguis Nobilis:

When you conjure a glyph with this feature. You may change the very nature of it from a syphon into a charm glyph. At the start of your turn. Creatures inside of the glyph must make a charisma saving throw or become charmed for the duration of the glyph. A creature charmed this way cannot harm any undead or humanoid creatures. When a creature succeeds on the saving throw, they are immune to this feature for 1 hour. Additionally you may use the hierophant glyph feature 3 times per short rest.

Level 6: Transform into Bat (6th Level)

As an action 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. As a bonus action, you may revert back to your normal form. You may use the feature a number of times equal to your proficiency bonus. 

Level 14: Vampire Lord (14th Level)

The blood of the nosferatu has become far more potent. Latching onto your soul as you devolve further into a pure blooded vampire. Once per day as a Bonus action you may 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 Temporary Hit points based on 3 times your sorcerer level. These hit points go away when the transformation ends.
  • 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. 


Dhampir and Sanguis Nobilis:

Your vampire lord form lasts for 1 hour and the temporary hit points gained is equal to 5 times your sorcerer level (These hit points go away after the transformation ends). When you use your claw feature. You may expend extra sorcery points to make an additional amount of attacks for every 2 points spent. (Up to a maximum of 3 extra attacks)

Sanguis Nobilis:


Your vampire lord form lasts for 8 hours. As an action you may bite a humanoid creature. The creature makes a wisdom saving throw against your spell save DC ( A creature may choose to fail the save.) On a failure you turn them into a vampire thrall for 8 hours. A vampire thrall must obey each of your commands as best to its ability. For as long as you are in your vampire lord form the creature gains the same benefits of your base vampire lord form (Using your sorcerer level when calculating the temporary hit points). As a reaction when you take damage from an attack roll and your thrall is within 30ft of you. You can switch places with your vampire thrall making them take the damage instead. You may have up to two thralls at once per transformation. 

Level 18: Cromwell Blood Harvest (18th Level)

You Unleash the full power of your vampiric Bloodline in a maelstrom of blood. As an action, you sacrifice half of your maximum hit points to summon a storm of blood. Pick a location within 500ft, you create a 30ft sphere of blood that rains down at that location for 1 minute. While the storm is active it uses your concentration as though you were concentrating on a spell. The blood storm has the following effects. 

  • Creatures caught inside the Blood Storm must make a constitution saving throw against your spell save DC or take 6d12 necrotic damage at the start of their turns on a failure or half on a success. 
  • Enemies have disadvantage on all saving throws against your spells and abilities while in the Blood Storm..

The blood storm automatically ends if you reach 0 hit points. You may use this ability once per long rest or if you expend 10 sorcery points and half of your maximum hit points.



Dhampir and Sanguis Nobilis:
The size of the sphere is increased to 90ft and creatures of your choice are not harmed while inside. The damage increases to 8d12 necrotic damage at the start of a creatures turn and whenever a creature is damaged by this ability you regain an amount equal to half the damage done.

Sanguis Nobilis:
The size of the sphere is increased to 120ft. The blood storm no longer requires concentration. The damage increases to 12d12 necrotic damage and no longer requires a saving throw. Additionally all vampire spawn. (Sanguis Nobilis, Dhampir,Vampire Thralls, other vampire stat blocks) Gain a bonus to checks and attack rolls equal to your proficiency bonus while inside of the storm. Finally the blood storm protects you from the light allowing all Sanguis Nobilis to use their vampiric abilities even if you are in sunlight or not in darkness.

 

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