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## Vampiric Blood Your innate magic comes from the dark blood that runs in your veins, that of the vampire. You could have been killed and raised as vampire spawn, saved by a blood transfusion from a mysterious stranger, or cursed with vampirism for some heinous sin or act of defiance to a godlike deity. Whatever the cause of your hunger, the night is yours to rule and command, and your foes are yours to drain of all life. ### Vampiric Magic Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Vampiric Magic table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. 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 illusion or an necromancy spell from the sorcerer, warlock, or wizard spell list. | Sorcerer Level | Spells | |:---------------:|:--------------------------------------------| | 1st | *charm person, toll the dead, wrathful smite* | | 3rd | *darkness, spider climb* | | 5th | *conjure animals, gaseous form* | | 7th | *charm monster, shadow of moil* | | 9th | *danse macabre, steel wind strike** | *Does not require material components ### Darkdweller Starting at 1st level, your curse has permanently altered the way you see the world, giving you great power and great weakness. You gain the following features: * You gain Darkvision out to 60 feet., and your creature type is undead, as well as humanoid. * Your AC, when not wearing armor, is equal to 13 + your Constitution modifier. * You have disadvantage on ability checks and saving throws while standing in direct sunlight. * If you end your turn in running water, you take acid damage equal to your level. This cannot be reduced by any means. * You may not enter a residence unless invited in by one of the occupants, and you must consume blood every 24 hours, or gain a level of exhaustion. ### Fangs of the Night Also at 1st level, your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You can use your Charisma modifier, instead of your strength modifier, for the attack and damage rolls of your bite. Your bite deals 1d8 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. If you use the fangs as the material component for a spell, the damage that spell deals is changed to necrotic damage.
Starting at 2nd level, once per turn when you hit a creature that isn't a construct or undead with you fangs, you can spend 1 sorcery point to regain hitpoints equal to half the damage dealt (rounded down) ### Terrible Teeth Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks. Additionally, the damage dealt by your fangs count as magical for the purposes of overcoming resistance to non magical weapons. ### One with the Night Starting at 14th level, As a bonus action, you can turn into a bat. You replace your size, senses and speed with the bat’s, and you can use your actions as normal, and can cast any spell, as long as it doesn't require a material component. ### Symbiotic Cloak At 18th level, your kinship with the night grows stronger still. As an action, you can cause a swarm of bats to surround you in a 30 foot radius for 10 minutes or until you end the effect as a bonus action. Whenever a hostile creature ends it's turn in the swarm, it takes necrotic damage equal to your half your sorcerer level (rounded down), and you regain hitpoints equal to the damage taken.
Once you use this feature, you cannot do so again until you finish a long rest or until you spend 7 sorcery points to use it again.