Vampiric Bloodline - Sorcerer Origin v1

by Rain-Junkie

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Vampiric Bloodline

Your magic comes from a powerful vampire, and you inherent a portion of their inherent magical abilities, which you suppliment with martial prowess. A relative of yours was a vampire, or you had a close encounter with vampire spawn as a child, and the wounds you suffered tainted your very blood with dark powers.

Vampiric Origin Spells
Sorcerer Level Spell
1st wrathful smite
3rd misty step
5th gaseous form
7th charm monster
9th enervation
11th harm

Variant Feature: Origin Spells

You gain spells at the sorcerer levels noted in the Vampiric Origin Spells table. Once you gain an origin spell, you always know it, and it doesn't count against the number of spells you know.

If you have an origin spell that doesn't appear on the sorcerer spell list, the spell is nonetheless a sorcerer spell for you.


Vampire's Birthright

Starting when you choose this origin at 1st level, you gain proficiency with simple and martial melee weapons.

Additionally, your base AC is 16 (your Dexterity modifier doesn't affect this number) while you aren't wearing armour or wielding a shield.

Blood Rite

Also at 1st level, you can sacrifice a portion of your vitality to cheat death. As a bonus action you can enter a blood rite, which lasts for 1 minute or until you're reduced to 0 hit points, at which point it ends. You lose half your total hit points, and your hit point maximum is reduced by the same amount. You can't reduce yourself to 0 hit points using this feature.

When you blood rite ends, your hit point maximum is restored, you regain hit points equal to half your hit point maximum (rounded up).

You can use this feature twice, and you regain all expended uses of it when you finish a long rest.

Advanced Rites

At 6th level, your vampiric nature empowers you, granting you fortitude and agility. Your walking speed increases by 5 feet, and you gain the following benefits while you are in a blood rite:

  • Your walking speed increases by an additional 5 feet, and opportunity attacks made against you have disadvantage.
  • Whenever you take non-magical bludgeoning, piercing, or slashing damage, you can reduce that damage by 2.

Feasting Strike

At 6th level, your hunger drives you. Whenever a creature attacks you or forces you to make a saving throw, you can use your reaction to move up to half your speed directly towards it and make a single melee weapon attack against it. If the attack hits, you can spend 1 sorcery point to spend a Hit Die, rolling it and adding your Constitution modifier. You regain a number of hit points equal to the total (minimum of 1), and the target of your attack takes the same amount of necrotic damage.

Defy Death

At 14th level, you don't need to eat, drink, or breathe, and you gain resistance to necrotic damage. If you're in a blood rite, you instead gain immunity to necrotic damage.

Additionally, when you finish a short rest, you regain an expended use of your Blood Rite feature.

Blood Pact

At 18th level, you can bind your blood to the blood of another, shackling the two of your together. When you hit a creature with a melee weapon attack while your Blood Rite is active, you can spend 5 sorcery points to shackle them. A 20-foot radius sphere appears centered on that creature (but doesn't move with it) and lasts for 1 minute, until you leave the sphere, or when your blood rite ends. The creature you shackled can't leave the sphere by any means. All teleportation attempts fail, and spells and abilities can't move the creature outside the sphere, unless you cast them.

If you use this feature on a different creature while you have a sphere created, the first one vanishes, and the creature you initially shackled is released.


Credits
  • Created by u/Rain-Junkie. More of my work can be found here. Version 1.1 [01/11/20]
  • Artwork was created by JenZee.
  • Made using GMBinder.