Base Class: Sorcerer
The dark magic of undeath is a path to great power for those who are willing to pay the price. Many of the most powerful Undead creatures will grant their followers a portion of their dark sorcery in return for their service.
Evil vampires, long dead mummy lords, and sinister liches have all been known to curse their most loyal followers with sorcerous abilities.
Vampires are one of the most iconic monsters, but their vampiric power comes at a significant cost.
If you would like to play as a True Vampire, and your DM allows it, you gain all of the following abilities at 1st level in this class. (Make sure you set your character sheet to allow optional features.)
Deathless Nature. You do not need to breathe.
Spider Climb. You gain a climbing speed equal to your walking speed. When you reach 3rd level, you can move across vertical surfaces, including upside down on ceilings, while having your hands free.
Superior Darkvision. You can see in dim light within 120 ft. of you as if it were bright light, and you can see in darkness as if it were dim light. You cannot discern color in this darkness, only shades of gray. If you already have Darkvision, your Darkvision increases to a total of 120 ft.
Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks you make that rely on sight when you, the target of your attack, or whatever you are trying to see is within direct sunlight.
Vampiric Spells
You learn certain spells when you reach certain levels in this class, as noted in the Vampiric Spells table. Each spell counts as a Sorcerer spell for you, but does not count against the number of Sorcerer spells you know. You cannot replace these spells when you gain a level in this class.
Vampiric Spells
| Sorcerer Level | Spells |
| 1st | Command, Inflict Wounds |
| 3rd | Suggestion, Spider Climb |
| 5th | Gaseous Form, Vampiric Touch |
| 7th | Blight, Greater Invisibility |
| 9th | Dominate Person, Geas |
Blood Magic
At 1st level, you have been gifted with an affinity for sorcerous blood magic.
You can expend your hit points in place of spell slots. When you cast a spell of 1st level or higher, you can choose to expend 4 hit points per level of spell slot you would have spend. Both your current hit points, and your hit point maximum is reduced by the amount of hit points you use to cast the spell. This reduction to your hit point maximum cannot be lessened in any way, and the reduction lasts until the end of your next long rest.
Moreover, whenever you slay a creature with a Sorcerer spell of 1st level or higher, you gain temporary hit points equal to twice the level of slot you expended when you cast the spell. Temporary hit points you gain from this feature cannot be used in place of your actual hit points for casting spells.
Undead Resilience
At 6th level, the dark magic that infests your soul makes you more resilient.
You gain resistance to both necrotic and poison damage, and have advantage on saving throws you make to resist the effects of poisons.
Moreover, when you have temporary hit points from your Blood Magic feature, you gain resistance to bludgeoning, piercing, and slashing damage from non-magical attacks that are not silvered.
Misty Escape
At 14th level, your sinister power allows you to cling to life when others would fall.
When you are reduced to 0 hit points, but not killed outright, you can use your reaction to turn into a cloud of swirling mist, and reappear in an unoccupied space within 30 ft. with 1 hit point.
Once you use this reaction, you must finish a short or long rest to use it again, unless you expend 5 Sorcery Points to do so again before then.
Vampiric Mastery
At 18th level, you have mastered the sinister magic within your soul.
Whenever you deal necrotic damage to a creature with a Sorcerer spell of 1st level or higher, you gain temporary hit points equal to half the necrotic damage you deal. These temporary hit points are able to be used in place of your hit points for your Blood Magic feature.
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