Base Class: Sorcerer
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 Soul Features
| Sorcerer Level | Feature |
| 1st | Vampiric Spells, Blood Magic |
| 6th | Undead Resilience |
| 14th | Misty Escape |
| 18th | Vampiric Mastery |
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.
| Sorcerer Level | Spells |
| 1st | Command, Inflict Wounds |
| 3rd | Suggestion, Spider Climb |
| 5th | Gaseous Form, Vampiric Touch |
| 7th | Blight, Greater Invisibility |
| 9th | Dominate Person, Enervation XGtE |
Draconic Resilience
As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
Elemental Affinity
Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.
Dragon Wings
At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.
You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
Draconic Presence
Beginning at 18th level, you can channel the dread presence of your dragon 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 fear (your choice) 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 (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
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