Sorcerer
Base Class: Sorcerer

You have vampiric magic in your blood.

Vampiric Aspect

Your vampiric heritage spills out from you in minor ways as you get in touch with your ancient ancestry. This presence effects you and the world around you in different ways.

 

Aspect of Ancient Wisdom

Embrace the forbidden arts of vampire alchemy. Can use Alchemy kits, Poisoners' kits, and herbalism kits interchangeably. Products of these kits (poisons, potions, etc.) are twice as effective when made by you and relevant ingredients to make such cost half as much (rounding up). 

Aspect of Charm

Embrace your silver-tongued and manipulative nature. Gain advantage on Persuasion and Deception.

Aspect of Shadows

Embrace the darkness in your soul. Can turn invisible (for 1 minute) once per day. 

 

Aspect of the Beast

Learn some spells to awaken your inner beast. Can turn into "Swarm of Bats", once a day. Has all the same conditions as Shapechange, that is:

"Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature, If the creature has the same proficiency as you, and the bonus listed in its statistics is higher than yours, use the creature’s bonus in place of yours. You can’t use any legendary actions or lair actions of the new form.

You assume the hit points and Hit Dice of the new form. When you revert to your normal, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hitpoints, you aren’t knocked unconscious.

You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can’t use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.

When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change shape or size to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state."

Aspect of Undeath

Embrace the aspect of undeath in your soul. If your hit points would reach 0 or below, retain 1 hit point. This can be used once per day.

 

Blood Knight

At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, heavy armor, and shields.

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. When you later gain the Blood Weapon feature, this benefit extends to your Blood Weapon, no matter the weapon's type.

Blood Weapon

You can transform one weapon into your Blood Weapon by performing a Special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your Blood Weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming Resistance and immunity to non-magical attacks and damage. If Blood Weapon is more than 5 feet away from you for 6 seconds or more, it appears at your feet.

Add +1 necrotic damage to attacks with your Blood Weapon. If target of attack fails that attack's saving throw, you also heal 1 hit point.

Vampire Flight

At 14th level, you gain a flying speed equal to your current walking speed.

Vampiric Presence

Beginning at 18th level, you can channel the dread presence of your vampire ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

Vampiric Bloodline Image

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