Sorcerer
Base Class: Sorcerer

Seraph Sorcery traces its origin to vampires whose bloodlines were altered by fragments of fallen celestial beings. Unlike mortals, vampires proved capable of enduring this corruption, preserving seraphic power across generations through ritual, experimentation, and deliberate control. What emerged was a form of sorcery that channels divine magic without faith, obedience, or blessing.

This power manifests in subtle but unsettling ways. Radiant energy appears muted or fractured, halos and wings form only partially, and divine force bends to the sorcerer’s intent rather than celestial will. Some practitioners bind this power tightly, releasing it with calculated restraint. Others test its limits, reshaping it through curiosity or emotional bonds. Regardless of approach, all Seraph Sorcerers share the same truth: their magic is sustained by blood and will, not by devotion.

Among vampires, this lineage is both prized and feared, for it invites the attention of forces that would reclaim or destroy celestial remnants. To the divine, Seraph Sorcerers are contradictions—undead vessels carrying echoes of heaven. Whether used to rule, to manipulate, or to protect, Seraph Sorcery reflects the choices of its bearer and the cost of binding something sacred within something cursed.

Vampiric Spellcasting

Ancient progenitors learned to shape magic through their own vitality. Through inherited memories, you have awakened this forbidden technique, engraving arcane power directly into your essence.

You have access to the Sorcerer spell list, but you must prepare spells in order to cast them.

Preparing Spells.
You can prepare a number of spells equal to your proficiency bonus + your Charisma modifier (minimum of one spell). You can only prepare spells of a level you are able to cast.

A spell must be prepared before you can cast it, and you cannot cast spells as rituals using this feature.

Changing Prepared Spells.

  • Long Rest. During a long rest, you can prepare new spells or replace a number of prepared spells up to half your proficiency bonus (rounded down). Preparing or replacing a spell requires 10 minutes of meditation per spell level.

Your spellcasting ability for these spells is Charisma.

 

Level 3: Crimson Covenant

You forge a supernatural blood bond with a willing creature (1-hour ritual). As part of the ritual, each creature sacrifices a portion of their vitality, expending one Hit Die that is not rolled. This Hit Die cannot be regained until the creature finishes a long rest.

You and your bonded creature always know each other’s location within 100 feet.

While within 30 feet and both conscious:

Shared Power

  • Each gains +1 to AC and saving throws

  • Each gains +1 to attack rolls

Hunting Pair
If both of you damage the same creature during a round, your next attack against that creature before the start of your next turn has advantage.

Shared Suffering
When one of you takes damage, the other can use their reaction to split it. Each takes half the damage (rounded down).

The bond ends if either creature dies. You can create a new bond after a long rest.

Level 3: Crimson Frenzy

Once per long rest, at the start of your turn (no action):

Until the end of that turn:

  • You gain one additional spell attack

  • You have advantage on attacks against living creatures
    or when you deal damage, you regain HP equal to the damage dealt

After the turn:

  • You gain 1 level of exhaustion

  • If you dealt no damage, you gain 2 levels instead

Level 6: Predator's Awakening

Executioner's Instinct

Your vampiric nature sharpens.

When you damage a creature that is below its hit point maximum, you can gain advantage on your next attack roll or spell attack against that creature before the end of your next turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Irresistible Presence


You gain advantage on Charisma checks against creatures capable of emotion.

As an action, one creature within 30 ft must make a Wisdom save against your spell DC or be charmed for 1 minute (ends if harmed).

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

A creature that succeeds on the saving throw is immune to this feature for 24 hours.

Constructs and Undead are immune to this feature.

Level 14: Progenitor Ascension

Your bond and body evolve.

Soulbound Covenant

  • Bond awareness range increases to 1 mile

  • You can communicate telepathically and understand the other regardless of the language.

  • Covenant benefits range increases to 80 feet

  • Bonuses granted by your bond increase by +1 (for a total of +2 to AC, saving throws, and attack rolls while within range and both conscious).

Progenitor Traits

  • Truesight 30 ft

  • Relentless Assault. Beginning at this level, when you take the Attack action on your turn and attack with your blood weapon, you make three attacks instead of two. This feature modifies the Attack action itself. Whenever you take the Attack action with the blood weapon, you make three attacks instead of your normal number, including any additional Attack actions (such as Action Surge).

Level 18: True Seraph

At 18th level, the ancient blood within you reaches its final evolution. Your body and soul become a perfected vessel of Progenitor power, and your dominion over blood and shadow is absolute.

You gain the following benefits.

Transcendent Vitality

When you regain hit points from one of your class features, you can choose to double the amount regained.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Perfected Predator

Your unarmed strikes embody pure vampiric power.

  • Your unarmed strike damage becomes 2d10.
  • Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity.
  • Your unarmed strikes score a critical hit on a roll of 19–20.

Seraphic Speed

As a bonus action, you move with supernatural velocity until the end of your turn. During that turn:

  • Your walking speed increases by 30 feet.
  • You can move through creatures and objects as if they were difficult terrain.

If you end your turn inside a creature or object, you are shunted to the nearest unoccupied space and take force damage as normal.

Once you use this feature, you can’t use it again until you finish a long rest.

Sovereign of the Night

You manifest wings of shadow, gaining a flying speed equal to your walking speed. Which you can retract back. While you are in dim light or darkness, you have advantage on Dexterity ability checks and Dexterity saving throws.

Progenitor's Dominion

Multiple Bonds.
You can maintain bonds with up to two creatures at the same time. Each bonded creature gains the benefits of your Crimson Covenant and its improvements. Forming a new bond beyond this limit ends one existing bond of your choice.

Soul Recall.
When a creature bonded to you dies, you can restore it to life by performing an 8-hour ritual during a long rest. The ritual consumes material components worth 5,000 gp, and the creature returns to life as if affected by the resurrection spell. The creature’s soul must be willing and free to return.

Once you use this feature, you can’t use it again until you finish a long rest.

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