Sorcerous Origin: Vampiric Bloodline
Whether you contracted Vampirism through a bite or of your own volition, you are now a Vampire. Your blood, and the blood of others, now fuels your innate sorcery.
Vampire Spells
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Vampire Spells 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 a necromancy or an enchantment spell from the sorcerer, warlock, or wizard spell list.
Sorcerer Level | Spells |
---|---|
1st | Sapping Sting, Inflict Wounds, Hex |
3rd | Crown of Madness, Ray of Enfeeblement |
5th | Enemies Abound, Vampiric Touch |
7th | Compulsion, Shadow of Moil |
9th | Dominate Person, Raise Dead |
Vampiric Resilience
Starting at 1st level, when you aren't wearing armor, your Armor Class equals 10 + your Dexterity Modifier + your Charisma Modifier. You are also resistant to Poison damage and immune to disease. Finally, you do not need to sleep, and can complete a Long Rest after spending 6 hours doing light activity.
Vampiric Weapons
Also at 1st level, you can use your undead fangs and claws to strike at your enemies. You gain two natural weapons attack. Both use your Charisma for the attack and damage rolls.
- Claws: On hit, the target takes 1d8 + your Charisma Modifier Slashing damage.
- Bite: On hit, the target takes 1d6 Piercing damage and Necrotic damage equal to your Charisma Modifier. The target must then succeed on a Constitution Saving Throw against your spell save DC. On a failed save, their maximum Hit Points are reduced by the Necrotic damage dealt until they finish a Long Rest.
A creature cannot have their maximum Hit Points reduced more than once per Long Rest with this feature, and a creature who succeeds on the Saving Throw is immune to this effect for 24 hours.
Blood Drinker
Starting at 6th level, your Vampiric Weapon attacks count as magical for the purposes of overcoming Resistance and Immunity to non-magical attacks.
Undying Stamina
Also at 6th level, you can attack twice, instead of once, when making Vampiric Weapon attacks as your action. Your speed also increases by 10 feet.
Blood Curse
Starting at 14th level, whenever you affect a creature with a spell from the Vampire Spell Table, you can spend 3 Sorcery Points to place that creature under the effects of the Hex spell for 1 minute without requiring to maintain Concentration.
Death Defying
Starting at 18th level, whenever you are reduced to 0 Hit Points, but not killed outright, you can expend a spell slot of 5th level or higher to turn into a cloud of mist.
While in this form, you are immune to all damage, but cannot take actions, bonus actions, or reactions. Your speed is increased by 30 feet, and you can fly. This mist form ends at the end of your next turn, at which point, you return to 10 Hit Points, plus 10 Hit Points per every slot level above 5th.