Sorcerer
Base Class: Sorcerer

To be a pureblood Vampire is to be a true Vampire. This class will be an integral part of your character and as such must be taken either at 1st level (character inception) or given by another pureblood in game. Only a Human or Elf race may take this class. While over the ages the Vampire visage has been tainted by gods turning this incredible gift into a disease or curse on the masses, the Pureblood Vampires have remained the apex version of life.

-The Purebloods do not fear the light of day, although the sun may still remain irritating at times. Nor do they need to avoid water or get permission to enter a residence. Radiant damage has no added affect on them.

-Purebloods do not feel the effects of time and will live forever unless killed by other means. 

-While they can eat common food, they do not need it to survive. A pureblood needs only to drink blood from a living host at least once a week in order to survive. If a Vampire goes without blood for a full week they will slip into a kind of hibernation from which they cannot awake unless given fresh blood. Blood from the dead will not help a Pureblood and will almost always be repulsive and indigestible.

-One cannot become a Pureblood Vampire unless they ingest the blood of a living Pureblood. This is considered a great gift and is rarely given.

Eyes of the Burning Dark

Starting at 1st level, you have Darkvision with a range of 90 feet. While in darkness your eyes glow in a low red color.

When you reach 3rd level in this class, you learn the Locate Animals or Plants spell, which doesn’t count against your number of sorcerer spells known. In addition, you can cast it by spending 3 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can discern the approximate location of a specific person within 1 mile of you, in order to do this you must already know the name, gender, and race of the person in question. This effect does not work if the name, gender, or race are does not match the person’s original traits.

Pureblood Vampire

Also at 1st level, your vampiric bloodline grants you increased effectiveness in melee combat. You gain a natural weapon in the form of claws which deal 1d6 slashing damage and use your Charisma for the attack and damage rolls.

Additionally, you may use your action to drink the blood of a living creature that is not an undead or celestial. The creature must be a willing host, if it is not then you must roll to grapple the host before feeding. Upon drinking the blood of your host, you gain the benefit of a Lesser Restoration spell and are healed an amount equal to 1d6 plus your Charisma modifier. The healing you are granted is mirrored as necrotic damage against the host. You gain additional uses of this ability at levels 6, 14, and 18. You must take a long rest to regain any charges which have been used.

On Blackened Wings

Starting at 6th level, you can use your action to polymorph into a tiny bat or back into your true form at will.

    While in bat form you may not speak, attack, or cast spells however you may maintain concentration on a spell which has already been cast. Your walking speed is 5 feet and you have a flying speed of 40 feet. Your statistics (including your health), other than your size and speed, are unchanged.  Anything you are wearing or carrying transforms with you. If your health drops to 0 in bat form, you revert back into your true form immediately and begin making death saving throws.

Enhanced Hunter

Upon reaching 6th level, you can attack twice, instead of once, when taking the attack action during combat.

   Additionally, your unarmed strikes (including natural weapons) count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Ethereal Rest

Upon reaching 14th level, you now gain the effects of a long rest after 4 hours instead of 6-8. Additionally when you take a long rest, you enter a state of etherealness. While sleeping in this way you remain faintly visible to those around you, appearing as a translucent figure shifting in and out of the material plane. While in this state you cannot be affected by any spell, attack, or form of communication and therefore the only way to exit this state is to finish your full rest which is now 4 hours.

Pureblood Endurance

At 18th level, you gain the ability to escape from death as an incorporeal from. When you would be reduced to 0 hit points, you can use your reaction and spend 6 sorcery points to instead be reduced to 1 hit point and immediately cast Etherealness on yourself without expending a spell slot or material components, however the spell lasts only 1 hour.

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