Sorcerer
Base Class: Sorcerer

You are descended from an ancient vampiric house, and although considered a vampire, you are not an undead and your vampiric features / characteristics may be subtle or plain as day.

While sunlight might be deadly to a normal vampire, this has no effect on you, except being mildly irritating or at times discomforting.

Even time has no effect on you, you will live forever unless killed by other means.

You do not need to breathe, eat or drink in order to survive.

Normal food has no effect on you, while you can eat it like normal people and it doesn't have a negative effect on you, you do not need to eat it in order to survive.

Instead, you only need to drink blood from a living creature once a week in order to survive. 

Keep in mind that going too long without fresh blood may put you into some kind of hibernation from which you cannot awaken unless given fresh blood.

In addition, blood from the dead or animals will not help you as it will almost always be inedible or even repulsive for a vampire.

Night Hunter

1st-level Vampiric Bloodline Feature.

At 1st level, Your Vamperic Lineage grants you the ability to see normally in non-magical darkness. You have Darkvision out to 90 feet and while in darkness, your eyes glow faintly.

Adittionally, You innate abilities give you an edge in melee combat. You gain a natural weapon in the form of retractable claws which deal 1d6 slashing damage and uses strenght for it's attack and damage rolls.

In adition, your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 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 attack with this bite 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 regain hit points equal to the piercing damage dealt by the bite.
  • You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite.

You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Your  bite's damage increases by 1d4 at 5th level, 11th level and 17th level.

 

Dreadful Presence.

1st-level Vampiric Bloodline Feature

At 1st level, your presence intimidates creatures around you and you cannot be intimidated.

As part of your Dreadful Presence you gain the following benefits

  • You are immune to the Frightened condition.
  • When you hit a creature that you can see with an attack roll, you can force it to make a Charisma saving throw against your spell save DC at the end of it's subsequent turns, if it fails, the creature is Frightened of you for 1 minute or until it makes a succesful save.

You can use this feature a number of times equal to your proficiency modifier. You regain all uses after a Long Rest.

Night Crawler

6th-level Vampiric Bloodline Feature.

Starting at 6th level, you can use your action to polymorph into a Bat and back into your true form at will.

While in Bat form, you cannot attack or cast spells. You can however, talk in all languages you know.
While in this form, you use the statblock of the Bat, however, your abilitie scores & health remains the same and anything you are wielding / wearing transforms with you.
If your hit points drop to 0 while in bat form, you revert back to your original form immediately and begin making death saving throws.

Lastly, You can now see normally in Non-Magical & Magical darkness up to 90 feet.

Natural Hunter

6th-level Vampiric Bloodline Feature.

At 6th level, you can attack twice when attacking with your natural weapons.

Additionally, your natural weapons (Claws & Fangs) now count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Eternal Rest

14th-level Vampiric Bloodline Feature.

At 14th level, your long rest only takes 4 hours instead of 8 hours.
Additionally, when you take a long rest, your body enters the Border Ethereal.

While sleeping, your body remains faintly visible to those around you, appearing as a translucent figure, shifting in-and-out of the material plane.
While in this state, you cannot be targetted by spells, attacks or any form of communication.

The only way to awaken from this slumber is by finishing your Long Rest.

Vampiric Resilience

18th-level Vampiric Bloodline Feature.

Your connection to undead and necrotic energy now saturates your body. You have resistance to necrotic damage.

In addition, when you would be reduced to 0 hit points, you can use your reaction to drop to 1 hit point instead and cause your body to erupt with deadly energy.
Each creature within 30 feet of you takes 2d10 necrotic damage.

Additionally, after using your reaction to drop to 1 hit point, you can spend 6 sorcery points to cast Etherealness on yourself without expending a spell slot or material components. This spell however only lasts for 1 hour.

You then gain 1 level of Exhaustion. Once you use this feature, you can't use it again for 1d4 days.

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