Base Class: Sorcerer
The potent powers of undeath have taken hold of your body - granting you a semblance of the powers of a vampire. This has granted you increased longevity and many other Vampiric abilities.
These powers could have come from a variety of sources. Maybe you were Necromancer's experiment or the plaything of Vampire who possesses magical powers. In some rare cases, a Vampiric Sorcerer might have an ancestor who is a Half-Vampire. Half-vampires are exceedingly rare and have only been known to form from in two ways. Firstly, a vampire who consumes enough blood within a short time might be able to breed with a humanoid or monstrous humanoid, creating half-vampire offspring. Alternatively, in even rarer cases, a pregnant mother who survived having her blood drained by a vampire could give birth to an offspring "tainted" with vampirism.
Child of the Night
Starting at 1st level, you gain proficiency with Light and Medium armor. Moreover, you gain Darkvision with a range of 60 feet, and your lifespan is extended by 20 years for every level you gain in this class - to a total of 400 years that is added onto your race's natural lifespan by 20th level.
When you reach 6th level in this class, you learn the Animate Dead spell. This spell counts as a Sorcerer spell for you, but it doesn’t count against the number of Sorcerer spells you know.
Cursed Claws
Your ancestral blood has manifested in the shape powerful, necrotic claws. No matter how you cut them, they always seem to grow back. You learn the Inflict Wounds spell. This spells counts as a Sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know
Starting at 2nd level, you may cast the Inflict Wounds spell using sorcery points as a bonus action as you extend your claws to rake your opponent - costing 1 sorcery point per slot level.
Children of the Night
Starting at 6th level, you have attuned yourself to some creatures of the night. As an action, you magically summon 1 swarm of bats or swarm of rats - provided you are not in direct sunlight. While outdoors at night, you can call 2 wolves instead. The beasts' AC is increased by an amount equal to half your proficiency bonus (rounded up).
They act on your initiative order but take their turns directly after yours. They obey your verbal commands (no action required by you). If you don’t issue any, they take the Dodge action and use their move to avoid danger. The beasts remain for 1 hour, until you die, or until you dismiss them as a bonus action.
When you reach 10th level in this class, the number of creatures you can summon increases to 1d4 swarms and 1d6+1 wolves.
When you reach 14th level in this class, the beasts' damage increases by an amount equal to your proficiency bonus.
When you reach 18th level in this class, the number of creatures you can summon increases to 2d4 swarms and 2d6+2 wolves.
Shapechanger
Starting at 14th level, your body has developed one of the true facets of being a Vampire. You can use your action to shapechange into a Tiny Bat, Large Wolf, or back into your true form. Your Statistics, other than the changes listed, are unchanged. Anything you are wearing transforms with you. You revert to your true form if you die. You may cast any spells that do not require verbal or material components with a gold cost while in these forms. If you have chosen it, you may use the Subtle Spell meta magic.
While in Bat form, your walking speed is 5 feet, you have a flying speed of 30 feet, and you have Blindsight with a range of 30 feet as long as you are not deafened.
While in Wolf form, your walking speed is 40 feet, and you may use your action to make two bite attacks. Bite attacks use your Charisma modifier for the attack roll and deals Necrotic damage equal to 2d6 + Charisma modifier.
Lesser Vampire
Having achieved 18th level, your connection to the Vampiric powers that forms the basis of your arcane ability has reached its pinnacle. While not truly being a Vampire, you have attained a status as close to being a true vampire as possible and gain the following traits:
- You are resistant to Necrotic damage.
- You are resistant to Bludgeoning, Piercing, and Slashing damage from Non-magical sources.
- Misty Escape. If you complete a long rest in an intricately designed coffin worth at least 2,000gp, you can designate it as your resting place. If you are killed, you may choose to turn into a Vampiric Mist and return to your resting place where a new body will form over the course of 24 hours. Once this feature has been used, it cannot be used again for 2d4 days.
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