Medium Undead (Human), Chaotic Neutral
Armor Class 12 Robe
Hit Points 66 (10d6 + 36)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
16 (+3)
INT
12 (+1)
WIS
10 (+0)
CHA
18 (+4)
Saving Throws CHA +8
Skills Arcana +5, History +5, Insight +2, Persuasion +7
Damage Vulnerabilities Radiant
Senses Darkvision 60, Passive Perception 12
Languages Abyssal, Common
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

—Vampire Features—
Shapechanging Forms:

• Bat (25% Max HP cost)
• Wolf (50% Max HP cost)
• Mist (75% Max HP cost)

Blood Magic: Sorcerer - Blood Overload,

Sunlight Vulnerability:

• Radiant damage and disadvantage in direct sunlight

—Class Features—
Sorcerer Spellcasting Ability: The sorcerer’s Spellcasting ability is Charisma.

Cantrips:

1. Chill Touch
2. Mage Hand
3. Prestidigitation
4. Minor Illusion

—Spells—
Prepare 10 spells from those below.

1st-Level Spells:

1. Mage Armor
2. Chromatic Orb
3. Shield
4. Magic Missile
5. Ray of Sickness

2nd-Level Spells:

1. Blindness/Deafness
2. Mirror Image
3. Misty Step
4. Suggestion
5. Invisibility

3rd-Level Spells:

1. Animate Dead
2. Counterspell
3. Hypnotic Pattern
4. Fly
5. Vampiric Touch

4th-Level Spells:

1. Blight
2. Dimension Door

5th-Level Spells:

1. Insect Plague
2. Teleportation Circle (Linked to Noctisanguis Farmhouse)

—Metamagic— Twin Spell & Quicken Spell,

—Twin Spell— This allows the sorcerer to target a second creature with a spell that targets only one creature. The spell must have a range of touch, have only one target, and must not have a range of self.
—Quickened Spell— This Metamagic allows the sorcerer to cast a spell as a bonus action, giving them the ability to cast two spells in one turn, provided one of them is a cantrip.

—Font of Magic—

—Sorcery Points— The sorcerer can convert sorcery points into additional spell slots. They can spend sorcery points to create spell slots or sacrifice spell slots to gain additional sorcery points.
—Flexible Casting— This aspect of Font of Magic provides sorcerers with the ability to convert sorcery points into spell slots or vice versa. This flexibility allows them to adapt to various situations and spell needs.

—Wild Magic— Triggered by rolling a one on spell attack or after using Tides of Chaos, Wild Magic is a Sorcerous Origin option that adds an element of randomness and chaos to a sorcerer’s magic. It’s associated with the whims of magic itself. Here are some key features of Wild Magic: 

—Tides of Chaos— Resets after wild magic surge, the sorcerer gains the Tides of Chaos feature, which allows them to manipulate fate. After rolling on the Wild Magic Surge table (as part of the class’s Wild Magic feature), the sorcerer can regain advantage on one attack roll, ability check, or saving throw.
—Bend Luck— At level 6, the sorcerer gains the Bend Luck feature, which allows them to subtly manipulate the outcome of events. They can spend sorcery points to add or subtract 1d4 from an attack roll, ability check, or saving throw.

---Equipment---
- Quarterstaff
- Component Pouch
- Scholar's Pack
- A bottle of black ink
- A quill
- A small knife
- 2 x Vials of Noctisanguis Sap
- A set of common clothes

Actions

—Actions—

Spellcasting Ability: The sorcerer’s Spellcasting ability is Charisma.
To Hit +8
Spell Save DC 16

Sorcery points are 10 / O O O O O O O O O O

• Cantrips Known: at will as an action
• 1st-level spell slots: 4 / O O O O
• 2nd-level spell slots: 3 / O O O
• 3rd-level spell slots: 3 / O O O
• 4th-level spell slots: 2 / O O
• 5th-level spell slots: 2 / O O

Quarterstaff:
• Range: Melee
• To Hit: +3
• Damage (one-handed): 1d6 bludgeoning
• Damage (two-handed): 1d8 bludgeoning

—Blood Magic— Sorcerer - Blood Overload • Description: The sorcerer empowers their spells with a surge of blood magic, increasing the spell’s damage or effect. They can spend 1 Sorcery point & 15 HP to enhance a spell, causing it to deal 2 additional die damage or affect one more target within range of the spell.

—Vial of Noctisanguis Sap—
Potion, As an action when you drink this dark, viscous sap, you regain 20 hit points.

Bonus Actions

—Vampiric Bite—
As a bonus action, the sorcerer can make a bite attack against a willing or incapacitated creature. It deals 1d6+2 piercing damage and heals them for the same amount.

—Vial of Noctisanguis Sap—
Potion, As a bonus action when you drink this dark, viscous sap, you regain 4d4 + 4 hit points.

 

Description

In the enigmatic town, a human vampire Sorcerer was a beacon of vibrant magic, illuminating the shadows with their uncontainable power. Their backstory was a captivating tale of discovery and self-realization.

This character possessed an innate connection to magic, a gift passed down through generations. As they grew, their magical abilities flourished, revealing the hidden potential within. Their journey led them to the town as if drawn by some mystical force.

The Sorcerer arrived in the town after following an intricate pattern of vivid dreams, each hinting at their destiny entwined with the town's eternal night. These dreams often featured symbols and motifs from various covens, hinting at the interconnected nature of the town's society.

Upon their arrival, the Sorcerer encountered a coven that held the secrets of elemental magic, and their affinity with arcane forces was undeniable. The circumstances of their induction into the coven remained a mystery, but their presence brought a surge of fresh, vibrant energy to the group.

As their magical talents blossomed, they developed close friendships with members of different covens. These friendships transcended the traditional boundaries, creating a network of support that spanned across the town. The Sorcerer, with their colorful displays of arcane power, became a symbol of unity and diversity within the town.

With every spell they cast, the Sorcerer breathed life into the town's eternal night. They used their magical prowess to enrich the community, casting spells that illuminated the darkness and brought warmth to the hearts of its residents.

In this intricate tapestry of the town, the Sorcerer found themselves. Their journey of self-discovery was marked by the realization that their magical abilities were not just a gift but a vital thread in the vibrant fabric of the town's society. They embraced their role as a magical catalyst, unifying the varied covens and illuminating the paths of all who resided in the eternal night.

Habitat: Urban

DarrenOliverKay

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