Base Class: Sorcerer
Get Your Fill
Meet the Energy Vampire Sorcerer, the ultimate mood-killer. Born with a talent for the arcane, but no way to generate it themselves, they feed off the life force of others. depending on the state of their stomach, they can alternate between being the most powerful person on the battlefield and deadweight. With a penchant for dramatic flair, these sorcerers excel at putting their food victims people at ease long enough to drain them like a juice box. Sometimes they even get a special present from their prey – memories, skills, or, even, spells. While they aren't big on consent, at least most of their victims end up with the symptoms of a hangover rather than a life-threatening injury.
Let’s be honest, their insatiable hunger for energy can lead to some seriously awkward social situations. While other spellcasters might be out there charming the crowd, the Energy Vampire is usually luring the most gullible casters into a dark corner. “I promise it’s not personal!” they’ll say, just before unleashing a wave of magic that leaves the mage feeling like they’ve run a marathon. Their blend of charisma and creepiness is enough to make any gathering unforgettable—just don’t expect them to make any friends unless those friends are willing to provide a steady supply of energy. If you want a sorcerer who’ll keep the party energized while simultaneously draining the life out of it, look no further—but be prepared to set some serious boundaries!
Vampiric Spells
3rd-level Energy Vampire feature
When you reach a Sorcerer level specified in the Vampiric Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 | Bane, Detect Magic, Nystul's Magic Aura, Ray of Enfeeblement |
| 5 | Dispel Magic, Vampiric Touch |
| 7 | Blight, Phantasmal Killer |
| 9 | Antilife Shell, Contagion |
Leech Essence
3rd-level Energy Vampire feature
It is your gift and your curse. You can feed on the energy of other mages or magical creatures and need to consume an amount of energy equal to your sorcerer level each day. As a Magic action, you can drain the magical energy of an adjacent creature. If the creature has spell slots, you can consume one of their spell slots per action, gaining energy for each spell level consumed. Alternatively, you can drain the life force of an aberration, celestial, dragon, elemental, fey, fiend, monstrosity, ooze, or undead, gaining energy up to their Challenge Rating. A creature whose life force is completely consumed dies. An unwilling creature can make a Constitution saving throw against your spell save DC to avoid being drained. A creature that is unconscious or making death saving throws automatically fails this save. You can also consume the spell slots or life force of creature who died within the last 30 seconds. You cannot consume your own spell slots or life force.
The maximum amount of energy you can consume with a single action is equal to your Proficiency Bonus. This increases to twice your Proficiency Bonus at Level 6.
If you begin a Long Rest and have not consumed at least half of the energy required (rounded up), you gain a level of exhaustion at the end of the rest. If you have consumed all of the required energy, you gain additional Sorcery Points equal to your proficiency bonus at the end of the rest. All energy consumed is lost when you finish a Long Rest.
Absorb Talent
3rd-level Energy Vampire feature
Everyone's essence tastes a little different and sometimes you find hidden surprises. You learn one language and gain proficiency in one skill immediately after using your Leech Essence to consume a creature's spell slot or drain their life force. The language must be known by the target of your Leech Essence ability and they must be proficient in the chosen skill. Once you use this ability, you cannot do so again until you complete a Long Rest. You lose any proficiencies and languages gained from this ability when you finish a Long Rest.
Magical Resilience
6th-level Energy Vampire feature
Your body is designed to absorb magical energy. You can use a reaction, you gain resistance to fire, cold, radiant, necrotic, or lightning damage until the end of the turn. You can use this ability a number of times equal to your Proficiency Bonus and regain all expended uses on a Long Rest.
Drain Vitality
6th-level Energy Vampire feature
You've learned to tap into an injured creature's life force to heal yourself in combat. Once per turn, when you hit a creature with an attack, you can regain Hit Points equal to half the damage dealt (rounded up).
Devour Enchantment
6th-level Energy Vampire feature
You can satisfy your hunger by absorbing static spells or magical objects. When you cast Dispel Magic and successfully dispel a spell, you gain energy equal to the level of the spell. You can also cast Dispel Magic on a Magic Item during a Short or Long Rest. If the Magic Item is successfully dispelled, the item is destroyed. You do not gain energy from dispelling your own spells.
The table below details the requirements to dispel magic items by rarity, where Dispel Magic Level is the level required to automatically succeed, Check DC indicates the difficulty of the ability check if Dispel Magic is cast at a lower level, and Energy is the amount of energy gained on a success. You only gain half of the listed energy when dispelling Potions, Spell Scrolls, or other consumable items.
| Rarity | Dispel Magic Level | Check DC | Energy |
|---|---|---|---|
| Common | 3 | - | 1 |
| Uncommon | 3 | - | 4 |
| Rare | 5 | 15 | 7 |
| Very Rare | 7 | 20 | 10 |
| Legendary | 9 | 25 | 15 |
| Artifact | - | 30 | 20 |
Arcane Recycling
14th-level Energy Vampire feature
While you may not be able to catch an arrow or bullet, you can absorb a spell sent your way. Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can take a reaction to force the creature to make a Charisma saving throw against your spell save DC. On a failed save, you negate the spell’s effect against you, and you can either absorb the spell to immediately gain energy equal to the spell's level or store it for future use. If you store the spell, you can cast it without consuming a spell slot once over the next hour. The spell must be of a level you can cast, but does not need to be a Sorcerer spell. If you cast the spell, it uses your spell attack modifier or spell save DC.
Once you store or absorb a spell with this feature, you can’t use this feature again until you finish a Long Rest.
Stolen Spirits
14th-level Energy Vampire feature
Sometimes a soul clings so tightly to a creature's life force, that you must excise it before you're able to consume its magical essence. When you consume a creature's life force, you can transform their spirit into a wight (no action required) under your control. The creature must be of Challenge Rating 3 or higher and you must consume the entire life force, after which the creature cannot revived by any means until the wight is destroyed or passes into the afterlife. When the wight appears, it gains Temporary Hit Points equal to half your Sorcerer level (rounded up). Roll initiative for the wight, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).
The wight remains in your service until destroyed or you use this feature again, at which point it vanishes to the afterlife. Once you create a wight with this feature, you must complete a Long Rest before using this ability again.
Arcane Discharge
14th-level Energy Vampire feature
Your mastery of magical energy has expanded beyond simply absorbing it. You can resonate with the magic inside other casters and force it to activate against their will. As a Magic action, you can trigger the arcane energies for all creatures of your choice within 60 feet of you. Selected creatures must make a Charisma saving throw against your spell save DC. On a failure, the creature consumes their highest level spell slots and releases a burst of arcane energy in a 15-foot radius sphere. All creatures within the sphere, including the triggering creature, must make a Dexterity saving throw against your spell save DC, taking a number of d6s worth of force damage equal to twice the spell's level or half on a success. Aberrations, celestials, dragons, elementals, fey, fiends, monstrosities, oozes, and undead without spell slots instead deal a number of d6s worth of force damage equal to their Challenge Rating.
Once you use this feature, you can’t do so again until you finish a Long Rest unless you spend 7 Sorcery Points (no action required) to restore your use of it.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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10/21/2024 10:55:34 PM
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19
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2
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Alpha
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Coming Soon
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