Sorcerer/Vampiric Blood

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sorcerer

Vampiric Blood

The blood of vampires runs thick with power, the same blood runs in your veins, granting you powerful magic and enhancing you with a taste of vampiric abilities. You may have inherited this bloodline directly from a vampire in your family, or perhaps you survived a near-death attack by a vampire, or were a thrall to a vampire for a time. You may reject your inner vampirism, attempting to abstain from blood and hiding the source of your power, or perhaps you embrace these powers, and seek to drain the blood of your foes on a quest to become a true vampire.

Origin Spells

You gain origin spells at the sorcerer levels listed below.

Blood Thirst

Starting at 1st level, while you may not be a vampire yourself, lacking their fangs or hatred of sunlight, your heritage bestows upon you a certain taste for blood. Drinking a pint of blood fulfills your need for food and water for a day. As an action, you can drink blood from the wounds of an incapacitated humanoid, or one that has died in the past minute, and gain temporary hitpoints equal to your spellcasting modifier. Additionally, you have advantage on Wisdom (Perception) checks and Wisdom (Survival) checks to find or track creatures that are bleeding.

Draining Spells

At 1st level, the arcane power granted by your bloodline drains your foes of their vitality. Once per turn, when you deal damage to a creature using a spell of 1st level or higher, you can regain a number of hitpoints equal to the spell's level.

Creature of the Night

Starting at 6th level, you have resistance to necrotic damage, and you gain darkvision with a radius of 60 feet. If you already have darkvision, its radius increases by 30 feet.

You can use your action to shapeshift into a Tiny bat-like form. While in this form, you can’t attack, speak or cast spells, your walking speed is 5 feet, and you have a flying speed of 30 feet. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check while in bat form. Your statistics, other than your size and speed, are unchanged.

Your equipment merges into your new form. You remain in bat form until you use an action to return to your normal form, or you are reduced to 0 hitpoints. You can shapeshift using this feature twice, and regain expended uses when you finish a short or long rest.

Greater Draining

Starting at 6th level, when you regain hitpoints using your Draining Spells feature, you can spend 1 sorcery point to triple the number of hitpoints you regain. You can only do so once per turn.

Blood Magic

Starting at 14th level, you can drain your own magical blood to empower your spells. Once per turn when you use one of your Metamagic features, you can choose to lose hitpoints instead of spending sorcery points. The number of hitpoints equals five times the spell's level (5 hitpoints for cantrips) per sorcery point the Metamagic would normally cost.

True Vampirism

At 18th level, your immense power allows you to fully embrace your vampiric heritage. You can cast the shapechange spell targeting yourself without components or expending a spell slot. When you do so, you can't assume any other form than a Vampire (Monster Manual page 297), and can't cast the spell again using this feature until you complete a long rest.

If you spend 1 hour inside a coffin, you can designate it your resting place for the purposes of your Vampire form's Misty Escape feature. If you cast shapechange on yourself using this feature while in the coffin, the spell lasts as long as you stay in the coffin. If you stay in the coffin for 10 continuous years in vampire form, the spell no longer requires concentration, and the duration becomes permanent.