Sorcerer
Base Class: Sorcerer

You are a descendant from a bloodline of vampires.  Your draw on their dark energies to enhance your combat abilities and magical spells alike.  You grow claws, fangs, and a dark shroud follows you as you go about your evil deeds.

 

You gain the following spell Options at the following Levels:
Lv 1: Cause Fear

Lv 3: Enthrall

Lv 5: Vampiric Touch

Lv 7: Summon Greater Demon

Lv 9: Geas

Lv 1: Vampiric Fangs

You gain a natural bite attack that deals 1 piercing and 1d4 necrotic damage. (no stat-based damage) You get healed for an amount equal to the necrotic damage dealt by this attack. You may use your Charisma as your attack stat for this ability.  Undead and Constructs are immune to the necrotic damage.

Lv 6: Dark Cowl

By spending 1 Sorcery point as an action, you may give yourself a Dark Cowl that lasts until you take a Long Rest.  The Dark Cowl is able to be targeted by Dispel Magic, in which case, it counts as a 3rd Level Spell.  If the Dispel is successful, you must spend another sorcery point to re-up it to gain it back for the day.

While the Dark Cowl is in effect, you gain the following effects: While the Dark Cowl is active, you are never counted as being in 'Direct Sunlight'.  While in darkness, you have Advantage on Dexterity (Stealth) checks.  As a reaction, you may spend 1 Sorcery Point to go ethereal for 1 attack, gaining resistance against nonmagical slashing, piercing, and bludgeoning damage.

 

In addition to this, your 'Vampiric Fangs' now deal 1d6 Necrotic Damage and 1 Piercing damage.

Lv 14: Dark Transformation

You gain an ability to Charm similar to that of a vampire. As an action, you may target one humanoid creature within 30ft and spend a spell slot to attempt to charm them (Wisdom Save DC = 8 + Prof Bonus + Charisma Bonus).  Failure results in the target being charmed (or affected by the specified spell) for a duration based on the spell slot used.  If the charmed person is attacked by the vampire or their allies (Resulting in another save attempt, success breaking the charm).  The charm can also be dismissed as a bonus action.  Duration stated below:

Lv 1 Spell Slot: 1 Minute

Lv 2 Spell Slot: 30 Minutes

Lv 3 Spell Slot: 1 Hour

Lv 4 Spell Slot: 1 Day

Lv 5 Spell Slot: Dominate Person 1 Minute

Lv 6 Spell Slot: Dominate Person 30 Minutes

Lv 7 Spell Slot: Dominate Person 1 Hour

Lv 8 Spell Slot: Dominate Person 8 Hours

Lv 9 Spell Slot: Dominate Person 1 Day

 

You also gain the 'Harmed by Running Water' and 'Sunlight Hypersensitivity' Weaknesses, but at half damage to you (10 instead of 20)

Your 'Vampiric Fangs' now deal 2d6 Necrotic damage in addition to the 1 Piercing and are treated as magical for the purposes of overcoming Resistances and Immunities.

Lv 18: Vampire Blood Takeover

First off, your alignment turns Evil X (X is the other alignment component)

You gain the Vampire's Regeneration ability at 1/4th power (5 HP per round).

Your 'Vampiric Fangs' Ability now deals 3d6 Necrotic damage, which is taken off of the subject's maximum HP.  If you use this on a charmed target, they get to retry the save to break the charm effect.  If a humanoid subject dies from this and is buried, then they will raise as a Vampire Spawn 1 day later, under your control until you or it dies, or you release it. (You may only have up to 5 Vampire Spawn under your control at a time)

You gain the ability to cast Create Undead, which can be used to turn one humanoid you killed (as in, you must be the one to kill it, weather it be from standing to dead, or by attacking and killing it on the ground) into a Vampire Spawn under your control.  You can only control 1 Vampire Spawn created this way at a time and it counts against the maximum number of 5 that you can control at a time.

Your type becomes Undead, giving you their normal abilities, as well as Resistance to nonmagical Slashing, Piercing, and Bludgeoning Damage. (Note: you still die if your head is cut off, split in half, etc)

You also gain the 'Steak to the Heart' Vampire Weakness

Previous Versions

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