Sorcerer
Base Class: Sorcerer

You are a creature of blood and shadow, for your innate magic comes from that of vampires. You might trace your lineage to a true vampire from whom you are descended, or maybe you were attacked by one and survived--forever changed by the ordeal. Perhaps you were simply the subject of a dark ritual that permanently altered your being. Whatever the case may be, you are forevermore tied to the night.

Sanguine Magic

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Sanguine Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer or warlock spell list.

Sanguine Spells
Sorcerer Level Spells
1st Cause Fear, Command
3rd Enthrall, Ray of Enfeeblement
5th Bestow Curse, Life Transference, Vampiric Touch
7th Compulsion, Shadow of Moil
9th Geas, Mislead

Eventide Eyes

From 1st level, your innate vampiric magic gives you greater visibility in the dark. You gain darkvision of 60 feet, and if you already have darkvision its range increases by 30 feet. In addition to this, you also gain the ability to see through magical darkness to a distance of 15 feet.

Thirst for Blood

At 1st level, your innate magic changes you and gives you retractable fangs that grant a vampire's Bite attack. It is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Charisma modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d6 necrotic damage on a hit. While you are missing less than or equal to half of your maximum hit points, you have advantage on attack rolls you make with this bite. The damage dealt by your vampiric bite scales with your level.

Level Damage
1st 1d6
5th 2d6
11th 3d6
17th 4d6

 

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 necrotic damage dealt by the bite. This has no effect if you are at full health.
  • You gain a bonus to the next attack roll you make; the bonus equals half the necrotic damage dealt by the bite rounded down.

You can empower yourself with this bite a number of times equal to half your proficiency bonus rounded down, and you regain all expended uses when you finish a long rest.

Shapechanger

At 6th level, you can spend 6 sorcery points as a bonus action to Polymorph into a Tiny bat or a Medium cloud of mist, or back into your true form.

  • While in bat form, you can't speak, your walking speed is 5 feet, and you have a flying speed of 30 feet. Your statistics, other than your size and speed, are unchanged. Anything you are wearing transforms with you, but nothing you are carrying does.
  • While in mist form, you can't take any actions, speak, or manipulate objects. You are weightless, have a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. You have advantage on Strength, Dexterity, and Constitution saving throws, and you are immune to all nonmagical damage.

You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.

Dark Enrichment

At 14th level, you gain the ability to channel your vampiric ancestry into new dark powers. You gain the following benefits:

  • Spider Climb. You gain the abilities granted by the Spider Climb spell. You are able to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You also gain a climbing speed equal to your walking speed.
  • Misty Escape. As a reaction, when you are about to be struck by an attack that will reduce you to 0 hit points, you are able to turn into a cloud of mist and teleport up to ten feet away to avoid the attack. Once you use this ability, you must finish a long rest before you can use it again.
  • Regeneration. At the start of your turn, you gain the ability to regenerate a number of hit points equal to your sorcerer level so long as you have at least 1 hit point remaining. You may use this a number of times equal to your proficiency bonus, but only if you are not in sunlight or running water. If you suffered radiant damage during your last turn, your healing is halved.
  • Blood Trace. Your hearing is temporarily improved, allowing you to hear the heartbeats of those around you. The locations of all creatures nearby are revealed to you and you gain blindsight out to a range of 30 feet. You may use this ability once per short rest.
  • Children of the Night. As an action, you are able to cast Conjure Animals once per long rest without expending a spell slot. The spell does not require concentration, and it summons up to 8 bats or 8 rats. If you are outdoors, you may instead choose to summon up to 2 wolves or 1 dire wolf. Any creatures you summon are considered monstrosities, not fey.

As a downside to channeling more of your vampiric nature, you also gain a lesser form of some of their weaknesses..

  • Harmed by Running Water. You take 2d8 acid damage if you end your turn in running water.
  • Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.

Creature of the Night

Starting at 18th level, you can channel the dread presence of your vampiric ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or an aura of fear to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed or frightened until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

In addition to this, you also gain resistance to necrotic damage at the cost of becoming vulnerable to radiant damage. You no longer need to breathe or sleep, and can gain the benefits of a long rest by doing light activity such as reading or keeping watch. You do not need to consume anything other than blood to survive, and you must drink at least one pint of blood every three days. It can be from any source, such as a person or an animal, so long as it is alive or has not been dead any longer than one hour. You are also no longer subject to the ravages of time. For every ten years that pass, you will age only one.

Previous Versions

Name Date Modified Views Adds Version Actions
6/28/2022 2:39:26 AM
25
2
1
Coming Soon
6/28/2022 3:25:55 AM
56
3
--
Coming Soon
6/28/2022 3:43:58 AM
22
1
3
Coming Soon
6/28/2022 7:35:55 PM
27
1
4
Coming Soon
6/28/2022 7:51:50 PM
27
1
5
Coming Soon
7/12/2022 3:41:02 PM
62
1
6
Coming Soon
7/12/2022 7:03:56 PM
52
1
6
Coming Soon
12/11/2022 2:08:59 AM
59
3
7
Coming Soon
12/11/2022 2:18:36 AM
67
1
8
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes