Sorcerer
Base Class: Sorcerer

While some sorcerers are innately magical such as those of wild magic blood and others come from fate or otherworldly encounters your magic comes from your own mortality your blood. Legends speak of extraordinary vampires that are destined to rule above all of their kin. Out of every ten-thousand vampires spawned one is reborn into the pages of history, reborn as a blood-cursed Sorcerer.

Vampiric Essence

Your innate essence hungers for blood and yearns to restore itself, through others. At first level you gain the ability to when you use a leveled spell that makes contact with a target, on a successful hit you can regain hit points equal to 1d4 times the level the spell was cast at. The die increases to 1d6 at level 11. You can use this ability once per long rest.

Expanded Spell List

expands the spell list

Visage of a Life Once Lost

Starring at 6 level, your past begins to chase your present and you get ghostly visions of a form that you used to call yourself which bleeds into the real world. As an action you can spend two sorcery points to create a “Hallowed Spirit” in a space unoccupied by a creature within 15 feet of you which takes the appearance of you before you became a vampire. The spirit has hit points equal to five times your constitution modifier. The spirit is set to the same initiative count as you, but immediately follows your turn. You control what actions the spirit may take on its turn. On the spirits turn it can move up to your walking, flying, swimming, climbing or burrowing speed if you have any. And on its turn, you can expend a sorcery point to have the spirit cast one of your known spells, this expends the appropriate spell slot. The spirit can perform the somatic components of a spell, but you must perform the verbal components.

Eternal Watch

Staring at 6 level you gain the ability to alter your essence, one per long rest if you have your Hollowed spirit active and a source of damage would drop you to zero hit points you can spend a sorcery point to instead: drop to one hit point, your spirit disintegrates and you are warped to where your spirit was. You can use this feature once per long rest.

Form of the Forsaken

Staring at 14 level your blood boils and mutates giving you the ability to alter yourself. Choose one of two paths, either the path of the swarm or the path of the moon. If you choose the path of the swarm as an action you can turn into a flock of bats, this removes your walking speed and you instead gain a flying speed equal to what your walking speed was. You also gain a +3 bonus to your AC. In this form you cannot cast spells however you may still concentrate on them and you may still use you “Hallowed Spirit” to cast them. This form lasts for one minute or you can revert to your previous form as an action. If you choose path of the moon you can as an action burst bat-like wings from your back, if your armor would allow so, while these wings are out you gain a flying speed of 60ft. you can change which path you have selected when you finish a long rest.

Monarch of the Damned

Beginning at 18 level your Vampiric powers become almost too much to control and start to force there way out of your will. Whenever you kill a humanoid creature as the creature dies it must make a charisma saving throw on a successful save the creature dies as normal. On a failed saving throw the creature dies but then rises as a vampiric thrall loyal to you. The are set to your initiative count but must follow your turn. You do not control them, but they will act in your interest and you can command them what to do. They will not attack anyone you do not wish them to, but they will not hesitate to attack any kind of creature you command them to. Each thrall has hit points equal to four times your charisma modifier. And you can have up to two times your charisma modifier thralls made at one time. Each thrall will disintegrate twenty-four hours after it is created.

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