Sorcerous Origin
Vampiric Origin
One night down a misty allyway you are approached by a tall man in a black cloak. His eyes speak of both danger and beauty drawing you in closer as your senses dull. When you awaken you have fundamentally changed, forever hungering for the blood of the living to fuel your new found magical abilities.
Cursed Fate
Few choose to walk the path of darkness. Choose or randomly determine how you ended up becoming a vampire kin.
d6 | Cursed Fate |
---|---|
1 | Down a misty ally you survive a chance encounter with a vampire spawn. |
2 | You were born as a Dhampir as one of your parents was a true vampire. |
3 | A deal with a devil has left you with a thirst for the living. |
4 | Your revival left you in the twilight between life and death. |
5 | You survived the kiss of a succubus. |
6 | You willingly allowed a vampire to turn you as part of a cultic ritual. |
ART GENERATED USING MIDJOURNEY
Vampire Magic
You learn additional spells when you reach certain levels in this class, as shown on the Vampire Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an enchantment or an necromancy spell from the sorcerer, warlock, or wizard spell list.
Vampire Spells
Sorcerer Level | Spells |
---|---|
1st | charm person, inflict wounds |
3rd | darkness, enthrall |
5th | fear, gaseous form |
7th | charm monster, compulsion |
9th | danse macabre, modify memory |
Vampiric Evolution
At 1st level, as you cast spells you begin to manifest more and more vampiric traits. When you cast a sorcerer spell using a spell slot of 1st level or higher you gain an amount of Blood Points equal to the level of the spell slot used.
Once the total number of Blood Points you have gained equals or exceeds a threshold, as listed in the Vampiric Traits table, you gain access to a new feature until you finish a long rest. When you gain or recover a spell slot, your Blood Point total is reduced by an amount equal to the level of the spell slot recovered, possibly reducing your vampiric traits.
Certain vampiric traits have minimum sorcerer level requirements, as listed in the table.
When you gain the Font of Magic feature at 2nd level, any sorcery points spent cause you to gain an amount of Blood Points equal to the Sorcery Points spent.
Life Drinker
Also, at 1st level, your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient.
You use your Charisma modifier for the attack and damage rolls when you attack with your bite. Your bite deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.
When you hit a creature with your bite with advantage and that isn’t a Construct or an Undead, you can empower yourself in one of the following ways of your choice:
- You gain Blood Points equal to the damage you dealt.
- You regain Hit Points equal to the damage you dealt.
Hypnotic Alure
At 6th level, your supernatural draw pulls in your victims without them suspecting a thing. When a creature is under the charmed condition by you, attacks made with your fangs have advantage.
These attacks are not perceived as a hostile action and won't break the charm.
Vampiric Resilience
At 14th level, your kind falls not for their own charms. You gain immunity to the Charmed condition and resistance to necrotic damage.
Regeneration
At 18th level, the surplus of magic and blood in your system has sped up your natural regenerative abilities greatly. While you are conscious and below half your maximum hit points, you regain 1 hit point at the start of each of your turns (10 hit points each minute). Any severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, it instantaneously causes the limb to knit to the stump.
ART GENERATED USING MIDJOURNEY
Vampiric Traits
Blood Points | Sorcerer Level | Feature |
---|---|---|
5 | 1 | Your walking speed increases by 5ft. |
12 | 3 | Your fang's damage die increases to 1d6. |
18 | 6 | As an action, you can expend 2 Sorcery Points to polymorph yourself into a bat or wolf. |
20 | 6 | Your fang's damage die increases to 1d8. |
24 | 8 | You gain a flight speed equal to your walk speed. |
28 | 8 | Your creature type becomes Undead. |
30 | 12 | Your movement speed doubles. |
38 | 15 | As an action, you can expend 1 Sorcery Point to force a creature you can see within 30ft to make a Wisdom saving throw. On a failed save that creature is charmed by you until the end of your next turn. |
42 | 15 | You gain the Sunlight Sensitivity trait. |
46 | 18 | You gain resistance to bludgeoning, piercing and slashing damage. |
55 | 20 | When you reduce a humanoid creature to 0 hitpoints you may turn them into a vampire spawn. You can only even have 1 vampire spawn at a time and the vampire spawn is both fiercely loyal and charmed by you. |