Sorcerer
Base Class: Sorcerer

Your innate magic comes from your lineage connecting you to the first spawns of He who feast in blood. Most often, sorcerers with this origin breed with their own to preserve their abilities. Some of these bloodlines are well established in the world, but hides their true nature. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

Hunger for Blood

At 1st level, you gain an unquenchable thirst for blood and your canines grow longer as fangs. Blood sustains you as much as food sustains normal beings, you can feed off of any blood but the blood of humanoids appeal to you the most. You gain the Vampiric Bite attack if you don't already have one, dealing 1d8 necrotic damage and healing you for half the damage dealt. This bite attack allows you to suck the blood of your target and heals you for half the damage you deal, if your target is a humanoid they must make a Constitution saving throw against your spell DC, on a failed save they suffer a curse causing them to have an unquenchable thirst for blood, this curse can only be removed by Remove Curse spell or a similar magic. Fiends, undead, demons and celestials don't heal you and are unaffected by the curse. You gain advantage for Perception checks involving blood. You are unappealing to creatures affected by the curse of the bite.

Hunter of the Night

The pupils of your eyes turns blood red and gets irritated whenever you are under direct sunlight, however you become an adept at working in the night and from the shadows. You gain advantage when making a Stealth check and you can use the Hide action even when you are just lightly obscured while in the shadows during nighttime, however you have disadvantage on Stealth and Perception checks during daytime. You gain darkvision up to 60 feet if you don't already have one, otherwise your darkvision is extended up to 120 feet.

Master Manipulator

At 6th level, you become adept at tricking your prey into submission. You gain the following spells in addition to your known spells: Sleep, Suggestion, Darkness, Major Image, Command. You can cast any of these spells at will for as many times as your Charisma modifier, expended uses reset after you take a long rest. You have advantage on Persuasion, Deception and Intimidation checks involving humanoids during nighttime.

True Form

At 14th level, you gain the ability to transform yourself into the true form of a pure-blooded vampire and revert to your natural form as a bonus action. When you do so your skin turns blue, your eyes glow red, your back sprouts wings resembling that of a bat, and your face resembles the face of a bat. You gain flying speed similar to your walking speed. You cannot transform to or revert from this form while you are under direct sunlight, while in this form you are unable to heal from any other methods except your vampiric bite and your vampiric bite heals you for twice as much. If you stay in this form for more than four hours under direct sunlight you gain a point of exhaustion.

Master of the Night

At 18th level, once per long rest you can cause a total solar eclipse that resembles a blood moon allowing you to benefit from all your abilities that rely on nighttime. The eclipse lasts for as many hours as your Charisma modifier. As a bonus action, you can spend 2 Sorcery Points to extend the eclipse for an hour as long as the eclipse is still active. While the eclipse is active you have expertise in Stealth checks, you can add your Charisma modifier to any damage rolls once per turn, and at the end of each of your turn you can spend 1 Sorcery Point to heal for 1 hit die worth of hit points.

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