You are a newly infected being of the night, as you become more accustomed to the changes, your powers expand, and so do the peoples fear of what you are.
You gain the following flaws:
You cant enter a persons house without permission.
You need blood to survive after level 2.
Natural Running water deals 2d8 acid damage at the beginning of your turn.
The sunlight irritates your skin, giving you disadvantage on perception and insight checks while in sunlight.
You turn to dust when you truly die.
Bloodline
At level 1, you select a bloodline and gain spellcasting as labeled below.
Blood Sense
At second level, Your vampiric blood gives you a strong sense of smell. You may use an action you may open your senses to the smell of blood, being able to detect how many creatures with blood are around you, and there cardinal direction from you within 60ft. This may be blocked due to thick walls, but can pentrate thin walls. You may do this equal to 1 + Your charisma modifer a day.
Natural Fangs
At 2nd level, You gain a natural bite attack that can use either strength or dex, it deals 1 piercing damage and 1d4 necrotic damage.This does not gain damage based on your strength or dex. You heal for half of the necrotic damage done, minimum 1. This increases to 2d4 at level 5, 3d4 at level 11, and 4d4 at level 17. this only works on creatures with blood. You also gain 1 days worth of food each time you successfully hit with this, gaining 3 instead on a willing target. You now need to drink blood to survive.
Misty Escape
At 3nd level, When you go down to 0 hp and are not standing in water, you become a mist that is immune to all non-magical damage, and has a flight speed of 10ft. You cant interact with items or take actions but you may still move during your turn as long as it isnt over water. You make death saving throws as normal, but gain +10 Flight speed and + 3 to your death saves while in darkness. Each time you go up to a new spell level, gain +1 to your death saves in darkness. You cant transform back into a vampire until you regain 1hp.
Undying body
At level 3, you are now immune to disease and resistant to poison but you are now classified as undead for the purposes of spells(not including healing spells).
Shapechanger
Starting at 10th level, if you aren't in running water, you can use an action to polymorph into a Tiny bat or a Medium cloud of mist, or back into your true form.
While in bat form, you can't speak, its walking speed is 5 feet, and you have a flying speed of 30 feet. Your statistics, other than its size and speed, are unchanged. Anything you are wearing transforms with you, but nothing it is carrying does. You revert to your true form if you die.
While in misty form, you have the traits described in the "misty escape" feature.
Blood production:
At level 17, you have found a way to begin producing your own blood, allowing you to cast 1 9th level spell a day without costing a spell slot.
Regeneration:
At level 18, youve begun to naturally regenerate. While below half hp you regain 5+ your con modifier a turn while not at 0 hp.
(a) a light crossbow and 20 bolts or (b) any simple weapon (a) a component pouch or (b) an arcane focus (a) a burglars pack or (b) an Diplomats pack Two daggers
An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the Vampire spell list. Cantrips At 1st level, you know four cantrips of your choice from the Vampire spell list. Spell Slots Your Bloodlines table shows how many spell slots you have to cast your Vampire spells of 1st level and higher. To cast one of these Vampire spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot. Spells Known of 1st Level and Higher You know spells equal to your bloodlines starting spell list, Druids for Blood magic, and Sorcerer for magical blade. The Spells Known column of the Bloodlines table shows when you learn more Vampire spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, You follow the class rules of your table for how many spells you have and when to select and get new spells, with blood magic being able to swap each day using cha, and magical blade having a permanent set of spells. Spellcasting Ability Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Spellcasting Focus You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your Vampire spells.
Level | Abilities |
---|---|
1 | Spellcasting, Bloodline |
2 | Blood sense, Natural Fangs |
3 | Misty Escape, Undying body |
4 | ASI |
5 | Spell level up + Cantrip up |
6 | Bloodline feature |
7 | Spell level up |
8 | ASI |
9 | Spell level up |
10 | Shapechanger |
11 | Spell level up |
12 | ASI |
13 | Spell level up |
14 | Bloodline feature |
15 | Spell level up |
16 | ASI |
17 | Blood creation |
18 | Regeneration |
19 | ASI |
20 | Bloodline Apex |