Base Class: Sorcerer
Your blood line has been muddled by the dark and fowl magics that create vampires. The Ancients, weather through experimentation or a spell gone wild have muddled mortal blood with that of vampires. Creating a new and possibly more powerful form of a sorcerer.
As a Vampiric Bloodline sorcerer you will have access to special ability's tied to the way of the vampire. If you are already a vampire, some of these benefits may not suit you. But your bloodline is yours to own. You can't change it easily.
Vampiric Ancestor
You have a certain Vampire type as your ancestor. You can pick which type of vampire is your Ancestor.
Blood Drinker Vampire: Grants the reaction Parry
Mind Drinker Vampire: Grants Shadow Stealth
Vampire Spawn: Grants 1 extra attack
Vampire Archmagi: Grants the cantrip Ray of Frost and 1st level spell Sleep
Vampire Knight: Grants the ability to wear light armor, medium armor and use martial weapons.
You can speak, read, and write Abyssal. Double your proficiency bonus for CHA checks involving vampires.
Blood Drinker Vampire
Orzhov Vampires. Vampires thrive in the Orzhov Syndicate, where they can collect tithes and payments from their debtors in the form of blood. Their undead nature gives them the same immortality enjoyed by the oligarch spirits, but they remain capable of experiencing all the delights of their corporeal forms. In contrast to Orzhov spirits, they also retain their personalities, which are almost uniformly cruel.
You gain the ability of: Parry
Parry. Adds 3 to its AC against one melee attack that would hit it. To do so, you must see the attacker and be wielding a melee weapon.
Mind Drinker Vampire
When vampires join House Dimir, they can learn to siphon mental energy and memories along with the blood of their victims. They also study the magic favored by Dimir mind mages, giving them a powerful combination of abilities ideal for espionage and infiltration.
This grants you: Shadow Stealth
Shadow Stealth. While in dim light or darkness, the vampire can take the Hide action as a bonus action.
Vampire Archmagi
These vampires were once great magic casters before they fell, like many before them, to the hands of a vampire. Having risen to the status abilities of a full fledged vampire. These arcanists are not to me trifled with.
This grants you: Know ray of frost and sleep.
Vampire Knight
These knights fought valiantly to the end. But unfortunately for them, death was not soon to come. The transformation has warped their minds and sense of logic, turning them against the creeds they once upheld.
Grants the ability to wear light armor, medium armor and use martial weapons.
Vampire Spawn
Born from Death. Most of a vampire’s victims become vampire spawn — ravenous creatures with a vampire’s hunger for blood, but under the control of the vampire that created them. If a true vampire allows a spawn to draw blood from its own body, the spawn transforms into a true vampire no longer under its master’s control. Few vampires are willing to relinquish their control in this manner. Vampire spawn become free-willed when their creator dies.
This grants you: 1 extra attack
Vampiric Mantel
As dark magic flows through your body, it causes physical traits of your vampiric ancestors to emerge.
At 1st level, you gain resistance to cold damage and weakness to radiant. Immune to disease.
When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
Additionally, your skin is cold to the touch and you don't suffer effects from extreme cold.
Necrotmantic Power
Starting at 6th level, when you cast a spell that deals necrotic damage, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.
Bat Wings
At 14th level, you gain the ability to sprout a pair of Bat wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.You also gain advantage on intimidation while they are out.
You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
Charming Looks
As a vampiric blood line sorcerer you have slowly been affected by your awakened blood. Giving you the charming looks of a beautiful person of your race.
You gain advantage with persuasion skill throws.
Undead Horror
As a vampiric blood line sorcerer you have slowly been affected by your awakened blood. Giving you the horrifying vestige of a vampire. As a Bonus action you can cast a aura of Fear centered on yourself with a range of 30ft.
Vampiric Bite
As a vampiric blood line sorcerer you have slowly been affected by your awakened blood. Giving you the Bite of a vampire. You grow out two long fangs that you can retract at will, when you hunger you start to hunger for blood as well. Drinking blood counts as eating a food ration. Your bite can target one willing creature, or a creature that is grappled by you, incapacitated, or restrained. Your bite deals 1d6 piercing and 3d6 necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Vampiric Mystic
Beginning at 18th level: As the ancient blood inside of you fully awakens you see the reality of the vampire. If your race isn't a vampire, it becomes a vampire. Granting you most the effects and ability's of a vampire use the Vampire Count 2 at https://www.dndbeyond.com/races/418803-vampire-count-2 if you are already a vampire, you can spend your regeneration to regain two sorcery points a turn.
One you have became a vampire of the 18th level, your bawl work of defense expands as you become resistant to fire, acid and poison. You gain immunity to poisoned, frightened, stunned, paralyzed and petrified conditions.
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