Base Class: Sorcerer
(Looking for feedback on the class and ideas. I work with a small pool of friends to make these, please comment with suggestions or ideas on how to improve.)
Your family's bloodline can be traced back centuries to great and powerful Vampire families. The magic that flows through your blood can enhance and help you shape your magic in different ways.
Level 3: Blood Conduit
Whenever you hit with an attack cantrip, you gain a number of Temporary Hit Points equal to half of the damage dealt, rounded up. This effect only happens once per turn.
Level 3: Bloodline Spells
Your connection to your bloodline grants you additional spells.
| Sorcerer Level | Spells |
|---|---|
| 3 | Arcane Vigor, Charm Person, Cloud of Daggers, Ice Knife |
| 5 | Fear, Vampiric Touch |
| 7 | Blight, Locate Creature |
| 9 | Dominate Person, Negative Energy Flood |
Level 6: Bloodied Spells
When you cast an Attack spell with a spell slot, you expend one Sorcery Point to instead deal Piercing damage with that spell.
Piercing damage dealt by you ignores resistance, and you gain resistance to Piercing damage.
Whenever an Attack spell you cast with a spell slot that deals Necrotic or Piercing damage kills a creature, roll 1d4 and regain that many Sorcery Points.
Level 6: Sanguine Step
Whenever you deal Necrotic or Piercing damage with a spell cast with a spell slot, you may teleport up to 20 feet to an unoccupied space as a bonus action.
Level 14: Authority of Blood
When you damage an enemy with a spell that deals either Necrotic or Piercing damage that creature must make a CON Save against your spell Save or be controlled by you for their next turn. While you control the creature you can take the following actions: Attack, Help, Dash, Utilize, or Search. Once you use this feature you cannot use it again until you finish a long rest, unless you spend 5 Sorcery Points to use it again.
Level 18: Bloody Influx
As an action, you can choose any number of enemies within a 60-foot emanation around you that you can see. Each of those creatures must make a CON Saving throw against your Spell Save or take 3d6 magical Piercing damage or half as much on a success. You may then heal a number of Hit Points equal to the damage dealt, split as you choose among yourself and your allies. You can use this ability once per long rest unless you spend 8 Sorcery Points to use it again.
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