Sorcerer
Base Class: Sorcerer

A dark energy sculpts your blood, your flesh. The shadows of night more innately appealing to you than the harsh brightness of day. Blood - and its primal, delectable energy, flow through and around you. You manipulate it and the body, the mind, of your enemies with frightening ease.

Level 3: Rigor Mortis

The magic in your body manifests physical traits of your draconic gift. Your Hit Point maximum increases by 9, and it increases by 3 whenever you gain another Sorcerer level.

Your skin hardens, like petrified flesh. While you aren’t wearing armor, your base Armor Class equals 10 plus your Dexterity and Constitution modifiers.

Level 3: Vampiric Spells

When you reach a Sorcerer level specified in the Vampiric Spells table, you thereafter always have the listed spells prepared.

Vampiric Spells
Sorcerer Level Spells
3 Hex, Searing Smite, Darkness, Hold Person
5 Tongues, Vampiric Touch
7 Blight, Mordenkainen's Faithful Hound
9 Dominate Person, Hold Monster

Blood Magic

Your Spellcasting Ability becomes Constitution.

You can regain a sorcery point by taking 8 necrotic damage. This damage cannot be reduced or prevented in any way, and bypasses temporary hit points and arcane wards. This requires no action and can be used as long as you have enough hit points to spend.

Lifedrain

Your magic siphons the animating force of the enemies you damage. You can cause Sorcerer spells you cast to deal Necrotic or Psychic damage instead of their normal type.
If a Sorcerer Spell you cast already did Necrotic or Psychic damage, you instead heal for the spell slot level * your proficiency bonus + your Constitution modifier. (I.E. a cantrip heals for Con. mod alone, and a spell of 2nd level would heal for 2*proficiency bonus + Con mod.)

Level 14: Dark Alacrity

You can teleport to a space you can see within your Speed equivalent distance.
You no longer have a reflection, and can choose to make no noise when moving.

Level 18: Blood Curse

While using Innate Sorcery, your Lifedrain feature causes creatures to take a point of exhaustion and cannot regain hit points until the start of your next turn.

Previous Versions

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