Base Class: Sorcerer
Your innate magic stems from the mingling of your bloodline with the blood of a vampire. Some sorcerers with this origin can trace their powers back to an ancient bargain with a powerful vampire. When a vampire takes particular interest in a mortal being, they may allow that humanoid to have a taste of their blood. This ritual is seldom practiced, and few vampires would ever even dare to try it. But this is not the only way to gain this origin, as many of these sorcerers can trace their powers to a near-death experience with a vampire. Whatever the case,
vampiric magic permeates your blood, as well as your very being.
Vampiric sorcerers most often try to hide their ancestry, since their origins can make them as reviled as the vampires that spawned them. However, a select few embrace their vampiric ancestry, and may even seek to become true vampires in death.
Denizen of the Night
Starting when you choose this origin at 1st level, you gain darkvision out to a range of 60 feet. If you already have darkvision, its range instead increases by 60 feet.
Vampiric Strike
At First level, as an action, you can channel the vampiric blood inside your veins, causing either your teeth or nail to sharpen, hungry for the taste of blood. Make a melee spell attack against one creature within Five feet of you. On a hit, the target takes One d Six necrotic damage, and you gain temporary hit points equal to half the necrotic damage dealt. After you make the attack, your teeth and nail return to normal.
The attack's damage increases by One d Six when you reach 5th level (Two d Six), 11th level (Three d Six), and 17th level (Four d Six) in this class.
Vampiric Resilience
Also at 1st level, the vampiric magic inside your body enhances you with vigor. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
When you reach 6th level in this class, you become resistant to necrotic damage, and when you reach 18th level in this class, you become immune to necrotic damage. This resistance and immunity won't function when you're exposed to sunlight or running water.
Vampiric Sorcery
At Sixth level, you learn the vampiric touch spell. It counts as a sorcerer spell for you, but not counted against your number of spells known. In addition, you can cast it without expending a spell slot by spending three sorcery points, expending two extra sorcery points for each higher level casting. When you casted it this way and hit a creature with an attack provided by the spell, the first time it makes a saving throw against one of your spells before the end of your next turn, it must roll a d four and subtract the number rolled from the save. This effect does not stack if you make multiple attacks against it.
Cloak of the Night
At Fourteenth level, you can manifest a magnificent cloak made of pure shadow wrapped around your body. As a bonus action, you can transform the cloak into one of the following forms, giving yourself the form's benefit for One minute or until you transform it again with your bonus action.
- Wings Form. You gain a flying speed equal to your walking speed.
- Shadow Form. You have advantage on Dexterity (Stealth) checks, and creatures have disadvantage on Wisdom (Perception) checks to find you.
- Veil Form. You gain a +One bonus to your AC and saving throws.
- Bat Form. You polymorphed into a bat, as if you had casted the Polymorph spell.
You can transform the cloak a number of times equal to your Charisma modifier (minimum of One). When you transform the cloak, you can spend Five sorcery points to gain the benefit of a second form in addition to the form you choose (for example, adding the benefit of the Veil Form to a Wing transformation), that also lasts for the transformation's duration. After your last transformation expires, the cloak becomes a regular leather cloak until you finish a long rest.
Deathly Charm
At 18th level, as an action, you can attempt to charm a humanoid within 30 feet of you. The target must make a WIS saving throw (DC {{savedc:cha}}) or be charmed by you until you use this ability again on another target. When the charm ends, it does not realize it was charmed by you. While charmed in this way, the target regards you as a trusted friend to be heeded and protected.
Once per long rest, you can request the charmed creature to provide you with its blood. The creature then tries its best to move within range, and then casts the life transference spell on itself to heal you. When cast in this way, the spell is casted at its lowest level, and does not consume any spell slots. Should the charmed creature hit point is reduced to 0 by casting the spell, or you request it to give you blood again before completing a long rest, the charm ends, and the creature knows it was charmed by you. If its hit point is reduced to 0 by casting the spell, the charm ends after it regains consciousness.
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