Base Class: Sorcerer
Your innate magic comes from the vampiric blood that was twisted with your blood or that of your ancestors.
You, or someone from your lineage, were either infected with a special trace of vampirism or inherited traits from relatives or ancestors, giving you similar abilities to that of vampires.
Sanguine Magic
1st-level Sanguine Soul feature
You learn additional spells when you reach certain levels in this class, as shown on the Sanguine Spells table.
Each of these spells count as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Sanguine Spells
| SORCERER LEVEL | SPELLS |
|---|---|
| 1st | cure wounds, inflict wounds |
| 3rd | aid, pass without trace |
| 5th | bestow curse, vampiric touch |
| 7th | death ward, phantasmal killer |
| 9th | mass cure wounds, mislead |
Blood Frenzy
1st-level Sanguine Soul feature
Your abnormal connection to vampirism allows you to heal your wounds faster than the average person. While you are missing half or more of your hit points, you can choose to regain hit points equal to your constitution modifier (minimum of 1) once per turn, which happens at the start of your turn.
You can do this an amount of times equal to your proficiency bonus per long rest.
At 3rd level, you can use an action to feed off of humanoid creatures that have died less than an hour ago. If you choose to do this, you use a number of hit die equal to your proficiency bonus and regain that many hit points.
The hit dice are used up and follows the same rules of hit dice afterwards. You can only do this once per short rest.
Sated Fury
6th-level Sanguine Soul feature
At 6th level, you gain the ability to further manipulate and take advantage of the life essence of yourself and your enemies.
When you cast a spell that deals damage, you can use sorcery points equal to 1 + the spell's level to drain the essence of those hurt by you.
You can regain hit points equal to half of the damage dealt by the spell affected by this. If the spell damages more than one creature, you can only use this effect on one creature/instance.
Also, you can sacrifice some of your life essence to regain some of your spent power. As a bonus action, you can regain a number of sorcery points equal to half of your sorcerer level and for each sorcery point regained, you take 1d8 necrotic damage and this damage cannot be negated/reduced in any way. You can only do this once per short rest.
Blood Mist
14th-level Sanguine Soul feature
At 14th level, you master twisting your own life essence and gain the ability to quickly get out of harm's way while harming the life essence of your enemies.
When you take damage, you can use your reaction to dissolve into a crimson and poisonous mist. You can immediately move up to a number of feet equal to your walking speed, and for each creature you pass through while in this form, they must make a constitution saving throw and on a fail, take 2d10 necrotic damage, or half as much on a successful one.
A creature cannot be damage by this feature more than once. While in this form, you do not provoke attacks of opportunity and cannot be restrained, stunned, incapacitated, paralyzed, or grappled. If you are affected by any of these conditions when you activate this ability, those effects immediately lose effect.
You are transformed back into your normal form once you spend all of your movement or if you choose to do so while you have movement left as a part of this reaction.
You can only do this once per long rest.
Crimson Monarch
18th-level Sanguine Soul feature
At 18th level, you gain the ability to manifest the power equivalent to that of vampire lords. As an action, you can transform into a vampire lord for 1 minute or until you are incapacitated.
While in this form:
-you are resistant to radiant and fire damage and are immune to necrotic damage.
-you gain temporary hit points equal to your sorcerer level.
-creatures cannot resist nor are immune to any damage you deal to them.
-your spells and attacks deal an extra 3d12 necrotic damage.
-you gain a flying speed of 40 ft.
-when you regain hit points, any excess healing is added onto your current temporary hit points, up to a maximum of 30.
You can only transform once per long rest, or spend 9 sorcery points to do so again.
Additionally, when you regain sorcerey points via your Sated Fury feature, you are now resistant to the necrotic damage taken by the feature.
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