Base Class: Sorcerer
Whether from a long forgotten lover or a master lost to history, an ancestor of yours had a relationship of some kind with a vampire. This relationship came with a boon of powerful magics, eventually passed along through your family to you.
You have a magical talent to manipulate blood, either your own or others. Whether you use this power to harm or heal is up to you.
Sorcerers of Vampiric Ancestry will often have physical features similar to, but not exactly the same as, their ancestor: a paler complexion, slightly elongated incisors, pointed ears. A sorcerer closely related to their ancestor might also share their red eyes and lack of reflection, while a more distant descendant will have a natural eye color for their race and a normal reflection.
Blood Descendant
At 1st level, your vampiric ancestry grants you the following boons:
- If you don't have it already, you gain Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
- You have advantage on Stealth.
- You have advantage on Charisma checks.
- You have disadvantage on Perception checks when in full sunlight.
- You are vulnerable to Radiant damage and resistant to Necrotic damage.
You also gain access to the following spells, unique to your ancestry:
- Predator Senses
Your keen senses can detect even the faintest amount of blood. You can detect any living creature within a 30 foot cube. However, you cannot detect creatures through 1 foot of water or stone, 1 inch of metal, or 3 feet of dirt. - Vampiric Shapeshift
This spell transforms you into a bat or rat, depending on the spell component used. Your stats, including mental ability scores, are replaced by the stats of the chosen creature.
If cast at level 2 or higher, you gain the option to transform into a swarm of bats or swarm of rats. You use the stats of the respective swarm.
If cast at 4th level or higher, you gain the option to transform into a Dire Wolf. The material component of the spell must be replaced with the fang of a Dire Wolf, or a clump of Dire Wolf fur.
Sanguine Nobility
You grow more in tune with your vampiric heritage, allowing you greater control of blood--your own, and others. You gain access to the following spells:
- Vitality Siphon
You siphon the life from a creature within 30 feet. The creature takes 2d8 necrotic damage; you heal that amount of damage. If the amount of damage dealt is more than health you are missing, the excess healing falls off. - Sanguine Blade
You take 1d6 damage to summon a blade of blood that floats at your side. You can choose to roll extra d6, up to your player level, to take more damage and summon an extra blade per die.
You can manipulate the blade as a bonus action; it cannot move more than 5 feet away from you, or it will dissipate. Multiple Sanguine Blades are controlled as one.
The blade takes the form of a rapier or longsword when summoned; you choose the form when summoned. As a bonus action, you can change the blade from one form to the other. Depending on the form of the blade, the damage type is either piercing (rapier form) or slashing (longsword form). In either form, the sword deals 1d8 damage per blade summoned.
Heir of Darkness
As your magical prowess grows, so too has your connection to the darkness. You gain access to the following spells:
- Hellish Shape
You transform into a Hell Bat. Your stats, including mental ability scores, are replaced by the stats of the chosen creature. - Master Manipulator
You can charm and manipulate another and convince--or force--them to do your bidding.
On a living, conscious creature: creature must succeed a WIS saving throw against your spell DC or be controlled.
While under your control, you can command your thrall as a bonus action. The thrall will attempt to follow your commands to the best of its ability. Any command that would cause direct harm to the creature, such as a command to stab themselves or walk off a cliff, do not work and give it advantage on its next WIS saving throw.
While controlled, on their turn the creature can attempt another WIS saving throw as an action. On a success, they break free of your hold and the spell ends.
On a living, unconscious creature: creature does not make a WIS saving throw, and is controlled.
Master of the Night
You have gained complete control over your vampiric ancestry, and all the strengths that come with it.
Whenever you deal necrotic damage, add an extra die to the damage roll.
You can cast spells while under the effects of the Vampiric Shapeshift or Hellish Shape spell.
The damage you receive from casting Sanguine Blade is halved.
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