Sorcerer - Vampiric Bloodlines
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, granting them a semblance of power. This ritual is seldom practiced, and few vampires would 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, and 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 30 feet.
Martial Prowess
Also at 1st level, your vampiric ancestry grants you increased effectiveness in melee combat. You gain proficiency in light and medium armor. Also, as long as you aren’t wielding a shield, you can fight with vampiric claws. Your claws are unarmed strikes that deal slashing damage, use a d6 as their damage die, and use your Charisma instead of Strength for their attack and damage rolls.
The damage die of this attack increases when you reach certain levels in this class. Its damage die becomes a d8 at 6th level, and a d10 at 14th level. Additionally, starting at 6th level these attacks
count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
Vampiric Regeneration
At 6th level, you gain a semblance of the regenerative abilities of a vampire. At the start of each of your turns, you gain a number of
temporary hit points equal to a third of your sorcerer level if you aren’t in sunlight or running water and did not take fire or radiant damage on your last turn.
Deadly Bite
Starting at 6th level, whenever you take the Attack action on your turn and attack with your claws, you can make a second attack with your bite as part of the same action. Your bite deals the same damage as your claws, except its damage type is piercing. If you hit a creature with your bite, you can spend 1 sorcery point to regain 1 + your Charisma modifier hit points (minimum 1).
Shapechanger
Starting at 14th level, you can use your bonus action to polymorph into a Tiny bat or back into your true form.
While in bat form, you can't speak, attack, or cast spells, your walking speed is 5 feet, and you have a flying speed of 30 feet. Your statistics, other than your size and speed, are unchanged. Anything you are wearing or carrying transforms with you.
Unholy Thrall
At 18th level, you gain the ability to raise a dead humanoid as your vampiric thrall. If a humanoid that has been hit with your bite within the past 10 minutes dies, you can bury the creature in the
ground and spend 5 sorcery points to begin an arcane ritual. After 1 hour, the creature rises as a vampire spawn under your control.
At the end of each long rest, after you regain your sorcery points, you can immediately spend 5 sorcery points to reestablish your control over the spawn. If you choose not to, the spawn dies.
Raising a new spawn also causes the previous spawn to die..
This job was created by Sigilmancy on Notebook.ai.
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