0% found this document useful (0 votes)
48 views3 pages

Vampiric Origin Sorcerer v.3

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
48 views3 pages

Vampiric Origin Sorcerer v.3

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 3

S

SSS orcerous O
Sorcerous
orcerous
orcerous
orcerous OO
O
Origin
rigin
rigin
rigin
rigin Ancient Blood
VVV ampiric B
BBB lood OO
O
At 1st level, you gain some of the natural boons that come
V Vampiric
ampiric
ampiric
ampiric Blood
lood
lood
lood O
Origin
rigin
rigin
rigin
rigin with having such potent blood flow through your veins. You
gain the following benefits
Ancient and foreboding magic courses through you, a
symptom of a magical disease that blighted the first mortals, You may add 1d4 to all athletics, acrobatics, and
and has since drawn the blood of many men. constitution checks you make
You gain resistance to necrotic damage
Vampyr Magic Every time you take a short rest you gain temporary hp
You learn additional spells when you reach certain levels in equal to your sorcerer level + 1d4
this class, as shown on the Vampire Spells table. Each spell You know the Thaumaturgy cantrip
counts as a sorcerer spell for you, but it doesn’t count against You gain darkvision out to 60 feet. If you already have
the number of sorcerer spells you know. Every long rest you darkvision it extends an additional 30 feet.
can replace one of these spells with a spell from the vampyr You can cast speak with animals at will but only on wolves,
spell list listed after this bats, and ravens/crows and other creatures that are the
You may choose to cast these spells with your empowered beast creature type and drink blood such as leeches.
You have advantage on saving throws to avoid being
blood. If the spell you are casting is prepared on your vampyr
charmed
magic table, you may expend a number of sorcery points
equal to the spell level instead of expending a spell slot.
From the Vein
Additionally, whenever you would learn a sorcerer spell,
Also, at 1st level, your magic, claws and fangs thirst for the
you instead learn a spell from the vampyr spell list.
blood of mortals. Your claws and fangs become +1 weapons.
Vampyr Spells They are finesse weapons, and they each do 1d6 damage. If
you hit a creature with your claws they are staggered until the
Sorcerer Level Spells
end of their next turn, and your bite does an additional 1d4
1st charm person, Fog Cloud necrotic damage. While you are missing half or more of your
hit points, you have advantage on attack rolls you make with
3rd darkness, misty step
this bite.
5th vampiric touch, gaseous form Additionally, whenever you cast a spell to deal damage to a
creature, you may immediately gain health equal to the spells
7th charm monster, compulsion
level. You may choose to increase this health leeching, by
9th dominate person, modify memory expending a hit die, and increasing the amount healed by the
number rolled on the hit die plus your constitution modifier.
Child of the Night
At 6th level, your supernatural draw pulls in your victims
without them suspecting a thing. You have advantage on
attacks against charmed creatures, and once per long rest
when you the effects of one of your charms wear off, you may
remove all memory of your attempt to charm them.
You also can cast Conjure Animals once per long rest
without expending a spell slot, but you may only summoun
bats, snakes, crows, owls, or wolves.

Misty Escape
Starting at 14th level, your sinister power allows you to cling
to life when others would fall. As a reaction to when you are
reduced to 0 hit points, but not killed outright, you can turn
into a cloud of swirling mist, and reappear with 1 hit point in
an unoccupied space within 30 feet.
Once you use this reaction you must finish a short or long
rest before you can use it again. When you have no uses
remaining, you can spend 5 Sorcery Points to use it again.

True Blood
At 18th level, you become a true vampire. Your strength,
dexterity and constitution scores become 18s. You also gain
the three vampire weaknesses, Forbiddence, Running water
vulnerability, and Sunlight hypersensitivity. However you also
gain the regeneration ability from the vampire stat block as
well. Whenever you hit a creature with a bite attack or gain
health by expending a hit from the from the vein ability you
may regain 4 sorcery points. You may do this only once per
long rest.
When you die, you may expend 5 sorcery points. If you do,
you dissipate into mist and remain dormant, in a coffin in
which you last long rested or were lain to rest in,
incapacitated and unconscious. After 24 hours, unless your
body is destroyed you come back to life with 1 hp.

1st Level 4th Level


Charm person Charm Monster
Cause Fear Compulsion
False Life Dominate Beast
Command Polymorph
Fog Cloud Death Ward
Inflict Wounds
Beast Bond 5th Level
Sleep Dominate Person
Hold Monster
2nd Level Geas
Misty Step Danse Macabre
Suggestion Enervation
Darkness Contagion
Darkvision Seeming
Spiderclimb Modify Memory
Enthrall
6th Level
3rd Level Spell A
Fly Spell B
Gaseous Form Spell C
Vampiric Touch
Life Transference
Haste
Hypnotic Pattern
7th Level
Spell A
Spell B
Spell C

8th Level
Spell A
Spell B
Spell C

9th Level
Spell A
Spell B
Spell C

You might also like