Sorcerer
Base Class: Sorcerer

Tearing through the tavern of a small town, a bloodthirsty, hungering man searches for his next victim. He spots the man behind the counter and growls before lunging and removing the bartender's head with nothing but his fangs. With no one left, his secret remains so, and his hunger satiated. But soon after, hunters will find his mess, and he will have more problems to deal with. The ghoulish man regrets what he has become, but what should he do?

The cloaked man takes flight over the urban city, dropping in on some thugs. They're not innocent, and as such, they're fair game. He overindulges and is seen by the guard. His body is enveloped in mist and fades into the sewers, leaving no trace of his presence besides the slaughter of two common criminals. He returns back to the inn and modifies the memory of some folks to make sure he has a proper alibi and his place in society is secured once again.

A noble aristocrat tells the shopkeep to lower the price of his next shipment ever so slightly with a devilish smile and a nudge. After his purchase, he indulges on the folks of high society through his charming magics and beguiling nature. The richer they are, the sweeter they are. Some of them, he kills and buries. They rise the next day and resume their duties as if nothing happened - until the nobleman comes knocking.

Vampirism is a blessing to some, and a curse to others. But I suppose you'll have an eternity to figure that out, won't you?

Vampires are highly individualistic creatures by nature, and the curse of vampirism has side effects on the body and mind that vary wildly from individual to individual. Some of these effects may be closely associated with a particular house, clan, or lineage of vampires, while others occur spontaneously as a manifestation of the dark magics that cause vampirism. If you desire a vam­piric quirk to give additional flavor to your vampire, you may roll or choose one from the table below. Be warned that such quirks can make concealing your vampirism even more difficult, and may add an extra challenge to role­playing a vampire.

Vampire Quirks
d6 Quirk
1 Holy symbols belonging to a particular deity (usually one dealing with light, the sun, or civilization) cause you severe anxiety while you can perceive them.
2 You cannot stand the sight, smell, or taste of garlic, in any amount.
3 You have the mark of a vampire clan somewhere on you.
4 Your fangs are large and protrude visibly from your mouth, occasionally affecting the clarity of your speech.
5 You often hear voices, sometimes that say very compelling things. Whether they are real or not, who can say.
6 You are icy cold to the touch.


This is version 1 of this vampire class. It will almost certainly be nerfed in some manner. Provide critique as necessary.

Creature of the Night

At 1st level, your vampiric blood has given you supernatural gifts and crippling weaknesses that come coupled with your condition. You gain the following benefits: 

• Undeath. You are an undead creature. All spells and effects that would apply to undead creatures apply to you, and spells that cannot affect undead do not affect you. As an undead creature, you do not need to breathe, cannot suffocate, and you do not age. Unlike many undead, though, you still require sleep.
• Eyes of Night. You have darkvision to 120ft.
• Creature of Darkness. You have resistance against necrotic damage.

You also gain the following weaknesses and drawbacks: 

• Forbiddance. You can't enter a residence that isn't owned by you under your own will without an invita­tion from one of the occupants.
• Harmed by Running Water. You take 10 acid damage if you end your turn in running water.
• Stake to the Heart. If a piercing weapon made of wood is driven into your heart while you are incapacitated during a long rest, you are paralyzed until the stake is removed.
• Sunlight Hypersensitivity. You take 10 radiant damage when you start your turn in sunlight and lack protec­tive clothing that completely obscures the sun. While exposed to sunlight and suffering this damage from it, you have disadvantage on attack rolls and ability checks.

Bloodthirst

At 1st level, your teeth grow into fangs and you gain a bite attack, which counts as an unarmed attack with which you possess proficiency. Attack rolls for this bite attack are modified by your Charisma modifier. 1d6 + Charisma piercing damage on a hit. When you deal damage with this attack to an enemy of a type other than construct, ooze, plant, elemental, or undead, you gain temporary hit points equal to half your sorcerer level, and you gain two sorcery points.

If you use your bite attack on a tiny/small-sized or dead creature that meets the type restrictions above, you gain no temporary hit points and one sorcery point.

A target may be fed from in this way a number of times per day dependent on its size: a tiny or small crea­ture may be fed upon once, a medium-sized creature may be fed on twice, and a large or greater sized creature may be fed on three times. A bite attack made after this limit is reached still deals damage, but gains no tempo­rary hit points or sorcery points. At your DM's discretion, a feeding may award you more sorcery points or give you an abnormal effect found on the sorcerer's Wild Magic table (found on page 104 of the Player's Handbook). 

If you do not feed at least once between the end of every long rest, you will suffer a level of exhaustion that can not be reduced until you feed. For every time you feed, it reduces your exhaustion by one level.

Vampiric Morphs

At 1st level, you learn three morphs of your choice, which are detailed below. Many morphs enhance abilities, spells, attacks, or add new ones.

You learn three additional morphs of your choice at 6th, 14th, and 18th level. Each time you learn new morphs, you can also replace one morph you know with a different one.

A Feast for Crows

Pre-requisite Level: 1

When you use the Charm Person you can now harm the creature with a bite attack and it will not end the spell. The creature now forgets whatever happened while it was charmed.

An Eternity to Learn

Pre-requisite Level: 1

Choose two of your skill/tool proficiencies (or one of each), your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Beguiling Influence

Pre-requisite Level: 1

If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature’s Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter. It is up to the DM's discretion if you can use a skill other than Persuasion.

Blood Vision

Pre-requisite Level: 6

You may expend three sorcery points as a bonus action. For the next minute, you know the location, silhouette, and creature type of all creatures of a type other than construct, ooze, plant, elemental, and undead within 120ft. Additionally, you also know if they're wounded or not, in any manner.

Commander of Kings

Pre-requisite Level: 14

You may expend 9 sorcery points as an action to cast the Geas spell at 5th level. Additionally, for every level upcast, you can expend 2 more sorcery points.

Dark Flight

Pre-requisite Level: 14

You gain the ability to sprout a pair of undead vampiric 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 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.

Extra Attack

Pre-requisite Level: 6

You may now make one additional attack when you take the Attack action.

Feral Strikes

Pre-requisite Level: 1

Your bite attack damage die increases to 1d8 from 1d6.

Grasp of the Undying

Pre-requisite Level: 1

You now have advantage on death saving throws. Additionally, now when you roll a 19 or a 20 on a death saving throw, you gain 1 hit point.

Life Consumption

Pre-requisite Level: 6

When you use your Bloodthirst ability's bite attack, when you gain the temporary hit points, you also heal for the damage dealt.

Memory Modification

Pre-requisite Level: 14

You may expend 9 sorcery points as an action to cast the Modify Memory spell at 5th level. Additionally, for every level upcast, you can expend 2 more sorcery points.

Mist Form

Pre-requisite Level: 6

You may expend four sorcery points as an action to cast the spell Gaseous Form on yourself. When gaseous form is cast through this feature, you gain a flying speed of 60 feet instead of the flying speed the spell would normally grant.

In addition, you may expend six sorcery points to cast gaseous form as a reaction when you take damage. If you use the ability in this way, you have resistance to the triggering damage unless it is psychic damage, radiant damage, or the damage you take from sunlight or running water.

Progenitor Vampire

Pre-requisite Level: 14

When you use the Blessing of the Curse ability and a creature is turned, instead of becoming a ghoul, they become a vampire spawn. Players may still opt to multiclass instead of becoming a vampire spawn.

Additionally, whenever you turn a creature (player or otherwise), they are charmed by you until they break it with a spell such as remove curse, or even wish. These vampire spawns, at the DM's discretion, can eventually turn other creatures into ghouls and eventually their own vampire spawns.

Rigor Mortis

Pre-requisite Level: 1

When you aren’t wearing armor, you can add your Constitution modifier to your AC.

Sorcery Satiation

Pre-requisite Level: 6

Whenever you gain sorcery points through your Bloodthirst's bite attack, you gain 1 extra sorcery point.

Supernatural Speeds

Pre-requisite Level: 6

Before rolling initiative, you may expend two sorcery points to gain advantage on the roll.

Additionally, you may spend two sorcery points on your turn to take the Dash action as a bonus action. Your movement does not provoke opportunity attacks on a turn in which you use sorcery points to take the Dash action. 

Temporary Empowerment

Pre-requisite Level: 6

The bonus temporary hit-points you receive from your Bloodthirst ability are now doubled.

Undead Invigoration

Pre-requisite Level: 1

Your hit-point maximum increases by your level and increases by 1 whenever you gain a level in this class.

Blessing of the Curse

At 6th level, you can impart your powerful curse to those who have fallen to your fangs.

A humanoid killed by your bite attack can then be buried in the ground and rise the following night as a ghoul. Alternatively, instead of becoming a ghoul, a player character can rise and be reborn as a child of the night, multi-classed with the first level of this sorcerer subclass.

At the DM's discretion, NPCs or Players may come back to life with no issues, or they can alternatively have side effects such as memory loss, heightened emotions, supernatural obedience to the creature who turned them, or anything else the DM sees fit. It is also up to the DM if they must obey multiclassing requirements when transforming through this method.

Additionally, your bite attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Eternal Endurance

At 14th level, at the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left and you aren't in sunlight or running water. You don’t gain this benefit if you have 0 hit points. Additionally, if you receive radiant damage or damage from holy water, this trait doesn't function at the start of your next turn.

Perfect Scion

Starting at 18th level, you are resistant to all non-magical damage and immune to necrotic damage.

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