Base Class: Sorcerer
Your innate magic stems from the mingling of your bloodline with the blood of a vampire. Some sorcerers with this origin can trace their powers back to an ancient bargain with a powerful vampire. When a vampire takes particular interest in a mortal being, they may allow that humanoid to have a taste of their blood. This ritual is seldom practiced, and few vampires would ever even dare to try it. But this is not the only way to gain this origin, as many of these sorcerers can trace their powers to a near-death experience with a vampire. Whatever the case, vampiric magic permeates your blood, and your very being. Vampiric sorcerers most often try to hide their ancestry, since their origins can make them as reviled as the vampires that spawned them. However, a select few embrace their vampiric ancestry, and may even seek to become true vampires in death.
Vampiric Heritage
At 1st level, add +½ point of damage to spells that deal necrotic damage.
Vampiric Resilience
At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Vampiric Reflexes
At 1st level, when you aren't wearing armor, your AC is increased by 3 points.
Vampiric Regeneration
At 6th level, you gain a semblance of the regenerative abilities of a vampire. At the start of each of your turns, you gain a number of temporary hit points equal to half your Sorcerer level. The amount of temporary hit points gained is halved when you are in sunlight or running water.
Bat Form
At 14th level, you gain the ability to polymorph into a Tiny Bat, gaining a flying speed equal to your current speed. While in bat form, you can't speak, attack, or cast spells, your statistics other than your size are unchanged. You can polymorph into a Tiny Bat as a bonus action on your turn. It lasts until you change back as a bonus action on your turn.
You can’t turn into a bat while wearing armor of any kind, and any clothing you wear will transform with you.
Vampiric Presence
Beginning at 18th level, you can channel the dread presence of your vampire 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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