Base Class: Sorcerer
One night down a misty alleyway you are approached by a tall figure in a black cloak. Their eyes speak of both danger and beauty drawing you in closer as your senses dull. When you awaken you have fundamentally changed, forever hungering for the blood of the living to fuel your new found magical abilities.
Cursed Fate
Few choose to walk the path of darkness. Choose or randomly determine how you ended up becoming vampire kin.
d6 Cursed Fate
- Down a misty alley you survived a chance encounter with a vampire spawn.
- You were born as a Dhampir as one of your parents was a true vampire.
- A deal with the devil has left your body transformed.
- Your revival left you in the twilight between life and death.
- You survived the kiss of a succubus.
- You willingly allowed a vampire to turn you as part of a cultic ritual.
Magical Manifestation
Choose or randomly determine a way that your connection to the weave manifests while you are casting any of your sorcerer spells.
d6 Manifestation
- You cry tears of blood when you cast your spells.
- Your face becomes gaunt and skeletal for the duration of your spells.
- The targets of your spells become bloodied for the duration of your spells.
- The sounds of bats can be heard by you and the target of your spells.
- Your spells cause light to dim around you.
- Your eyes glow and a cold wind blows around you for the duration of your spells.
Vampire Magic
You learn additional spells when you reach certain levels in this class, as shown on the Vampire Spells table. Each spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. These spells can't be replaced when you gain a level in this class.
Vampire Spells
Sorcerer Level Spells
- 1st charm person, inflict wounds
- 3rd darkness, enthrall
- 5th fear, vampiric touch
- 7th dominate beast, compulsion
- 9th raise dead, dominate person
Cursed from Death
Starting at 1st level, your body and soul have undergone a transformation, leaving you in a state between death and undeath. You permanently gain the following benefits;
- Your creature type is both Humanoid and Undead
- You have a darkvision up to 30ft
- You have resistance to poison damage and advantage on saving throws against being poisoned
Vampiric Evolution
At 1st level, as you cast spells you begin to manifest more and more vampiric traits. When you cast a sorcerer spell using a spell slot of 1st level or higher you gain an amount of Blood Points equal to the level of the spell slot used. Once the total number of Blood Points you have gained equals or exceeds a threshold, as listed in the Vampiric Traits table, you gain access to a new feature until you finish a long rest. When you gain or recover a spell slot, your Blood Point total is reduced by an amount equal to the level of the spell slot recovered, possibly reducing your vampiric traits. Certain vampiric traits have minimum sorcerer level requirements, as listed in the table. When you gain the Font of Magic feature at 2nd level, any sorcery points spent cause to gain an amount of Blood Points equal to the Sorcery Points spent.
Life Drinker
Finally, at 1st level, your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Charisma modifier to the attack and damage rolls when you attack with your bite. Your bite deal 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite. When you use your bit and hit a creature that isn't a Construct or an Undead, you can empower yourself in one of the following ways of your choice:
- You gain Blood Points equal to the damage you deal.
- You gain Hit Points equal to the damage you deal.
Vampiric Traits
Blood Sorcerer Feature
Points Level
- 5 1 Your walking speed increases by 5ft
- 12 3 Your fang's damage die increases to 1d6
- 18 6 As an action, you can expend 2 Sorcery Points to polymorph yourself into a bat or a wolf
- 24 8 You gain a flight speed equal to your walk speed
- 30 12 Your movement speed doubles
- 38 15 As an action, you can expend 1 Sorcery Point to force a creature you can see within 30ft to make a Wisdom saving throw. On a failed save that creature is charmed by you until the end of your next turn.
- 45 18 You gain immunity to all conditions
- 55 20 You gain resistance to bludgeoning, piecing and slashing damage.
Hypnotic Allure
At 6th level, when a creature under the charmed condition by you is attacked with your fangs you have advantage and won't be break the charm.
Vampiric Resilience
At 14th level, you gain immunity to the Charmed condition and resistance to necrotic damage.
Regeneration
At 18th level, while you are conscious you regain 1 hit point at the star of each of your turns (10 hit points each minute). Any severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, it instantaneously causes the limb to knit to the stump.
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