Vampiric Spell Recovery Image
Prerequisite: The ability to cast at least one spell
 
     A creature called an Ethereal Vampire was captured and used for experimentation on the material plane by a clever high-level wizard.  Rather than draining blood, it drains another substance tied to a spell caster's energy.  particularly their spell slot energy.  The vampire calls this energy "mana," but such things are difficult to believe.  Regardless, the vampire's bite deconstructs the weave in a wizard just the same way as with a rather surprised cleric.  It was originally thought to be harmful to the ethereal undead, but it ate the divine spells from our cleric volunteer all the same.
     You learn about this creature and experiment though social connections and reach out after hearing word of a breakthrough.  There is a serum that will grant you a minor mutation - to absorb spell power from slain foes.  You spend a few days in the laboratory, and with a blend of oil of etherealness and some vampiric blood, you permanently gain this ability when the oil wears off.  Your alignment and personality is fundamentally unchanged.
[opting for changes as a roleplay device is acceptable, but not mandatory. have fun! ]
Vampiric Spell Recovery
Prerequisite: The ability to cast at least one spell
When you strike the killing blow against an enemy in combat, you siphon its life force into magical energy. This energy is stored as charges in a pool (similar to Sorcery Points), which you can use to recover your spell slots.  There are no limitations to the amount of energy held at a time.
Storing Energy
When you reduce an enemy to 0 hit points in combat, you gain a number of charges equal to its Challenge Rating (CR).
  • CR under 1: Creatures CR 0 to 0.5 grant 1 charge, provided the Dungeon Master (DM) determines they are a legitimate threat and activates initiative.
  • The Killing Blow:  You must be the one to land the final blow to gain a charge.  Participation or 'most damage dealt' does not qualify.
  • The Keystone-Spell Valve: You can only collect energy and absorb unspent enemy spell slots when your highest-level spell slot(s) are completely spent. Once you restore a single slot of your highest spell level, the valve closes - you cease gathering new charges, though you retain any charges already stored and may convert them to spells freely.
 
    Absorbing Enemy Spellcasters
    If you kill an enemy magic user who possesses unspent spell slots, you absorb their remaining magical power directly. You gain charges equal to their CR plus their unspent spell slot energy values.
    Spell Slot Value / Cost
    You can spend stored charges to instantly restore expended spell slots. The cost of each slot is as follows:
    • 1st-level: 1 charge
    • 2nd-level: 2 charges
    • 3rd-level: 3 charges
    • 4th-level: 4 charges
    • 5th-level: 5 charges
    • 6th-level: 7 charges
    • 7th-level: 10 charges
    • 8th-level: 14 charges
    • 9th-level: 20 charges
      Using Energy (Bonus Action)
      During combat, you can use a bonus action to exchange saved energy into spell slots of levels 1 through 5. There is no limit to how many slots you recover at once, provided you have the charges required.
      Short & Long Rest Limits
      • Greater Magic Slots: Slots of levels 6 through 9 are too taxing to restore mid-combat. You can only recover these high-level slots by spending your stored energy during a Short Rest.
      • Daily Drain: All unspent charges are lost when completing a Long Rest.
      Vampiric Spell Recovery Image

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