Sorcerer
Base Class: Sorcerer

Based on the idea of the curse of vampirism being placed on a family, passing though generations

Vampire Spells

1st-level Vampiric Curse 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 a conjuration or a necromancy spell from the sorcerer, warlock, or wizard spell list.

Vampire Spells
Sorcerer Level Spells
1st cause fear, command, chill touch
3rd misty step, suggestion
5th bestow curse, fear
7th blight, polymorph
9th hold monster, negative energy flood

Physical Transformation

1st-level Vampiric Curse feature

Spider Climb. you gain a climb speed equal to your walking speed.

Bite. As an Action, you force a creature within 5 feet of you to make a Constitution saving throw. The creature has disadvantage on the saving throw if it is bloodied. You can only force a creature to make this saving throw if you have an ally within 5 feet of the creature, or if that creature is willing or it has the Grappled, Incapacitated, or Restrained condition. On a failure, the creature takes 1d4 + your Charisma modifier piercing damage. The creature also takes necrotic damage, which is a number of d4's equal to your charisma modifier, and you gain Temporary Hit Points equal to the total rolled.

The necrotic damage die increases at level 6 (d6), level 10 (d8), level 14 (d10), and level 18 (d12).

Shape-Shift

6th-level Vampiric Curse feature

Shape-Shift. If you aren't in direct sunlight, you can spend between 1-5 sorcery points as a Bonus Action and shape-shift into a Tiny bat (Speed 5 ft., Fly Speed 30 ft.) or a Medium cloud of mist (Speed 5 ft., Fly Speed 20 ft. [hover]). Anything it is wearing transforms with it. You can revert back to your original form as a Bonus Action.

While in bat form, the vampire can’t speak. Its game statistics, other than its size and Speed, are unchanged.

While in mist form, the vampire can’t take any actions, speak, or manipulate objects. It is weightless and can enter an enemy’s space and stop there. If air can pass through a space, the mist can do so, but it can’t pass through liquid. It has Resistance to all damage, except radiant damage.

This transformation lasts for a number of minutes equal to the number of sorcery points you spend to transform.

Undead Protections

6th-level Vampiric Curse feature

Misty Escape. If you are reduced to 0 Hit Points, you can use your reaction and immediately turn into a Medium cloud of mist (Speed 5 ft., Fly Speed 20 ft. [hover]), you can then use your movement without provoking attacks of opportunity. Once you have spent your movement, you revert back to your original form. Once you use this ability, you cannot use it again until you finish a long rest.

Inured. You gain resistance to cold and necrotic damage, and your hit point maximum cannot be reduced in any way.

Beguile

14th-level Vampiric Curse feature

Charm. As a Bonus Action, you target one creature you can see within 30. If the target can see you, it must succeed on a Wisdom saving throw against this magic or be charmed. You can choose to spend 3 sorcery points to give the creature disadvantage on the saving throw. The charmed target regards you as a trusted friend to be heeded and protected. The target isn’t under your control, but it takes your requests and actions in the most favorable way and lets you use Bite on it. Each time you or your companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours. You can use this ability oncer per long rest, or you can spend 4 sorcery points (no action required) to use this ability again.

Sanguine Drain. Your Bite ability now has a range of 60 feet.

Umbral Lord

18th-level Vampiric Curse feature

As an action or when you roll initiative, you can take on a ghostly white, translucent from for one minute. while in this form, you gain the following benefits:

- If air can pass through a space, you can do so without squeezing, and you can’t pass through water.
- You have advantage on Strength, Dexterity, and Constitution saving throws.
- You are Resistant to all damage except radiant, and are immune to the charmed and frightened condition.
- At the start of each turn, you regain 20 hit points. This benefit doesn't trigger if you take radiant damage before the start of your turn.

If you are reduced to 0 Hit Points, or take a bonus action to end this form, the transformation ends. When it ends in this way, you release a burst of undead energy in a 50 foot radius sphere centered on you, excluding you. Every creature within the sphere that isn't behind total cover must make a Dexterity saving throw. On a failure, a creature takes 8d6 necrotic damage, and it's speed is reduced to zero until the end of it's next turn. on a success, the creature takes half damage, and it's speed is halved until the end of it's next turn.

Once you use this feature, you can’t do so again until you finish a long rest, unless you spend 7 sorcery points to use it again.

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