Denizen of the Night
Starting when you choose this origin at 1st level, you gain
Darkvision out to a range of 30 feet, as described in chapter 8 of
the Player’s Handbook.
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.
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
(see page 298 of the Monster Manual).
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.
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