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Vampirism[]

Not dracula

"Hasn't your mother told you never to play with vampires? No? Good."

A curse that man has always had feared in their legends was the curse of vampirism, a curse to turn a person into a bloodsucking corpse that feasts off of the living to survive. Your magic comes from this curse, whether it means you fully have the curse and are already a vampire, were born with a vampiric origin such as being a Dhampyr, or you are manipulating the curse itself through some magical means.

Necrotic Magic[]

At 1st level, due to your vampiric curse, the following spells are added to the sorcerer spell list for you when you learn new spells.

Spell Level Spell
1st inflict wounds
2nd moonbeam
3rd vampiric touch
4th faithful hound
5th modify memory

Vampiric Traits[]

Additionally at 1st level, you gain certain features from your curse. You do not need to breathe, and you may drink blood instead of eat or drink. You are resistant to necrotic damage. Instead of sleeping, you can become inactive for 4 hours, receiving the same benefits of a long rest from this. You have vulnerability to radiant damage. Finally, you have 120 feet of darkvision.

Alluring Gaze[]

At 6th level, your eyes turn a bright shade of red, and you learn to melt your opponent's willpower with but a stare. As an action, choose a creature within 30 feet that you can see to make a Wisdom saving throw. On a failed save, the creature is charmed or frightened by you (your choice). This effect ends once the creature can no longer see you, is further than 60 feet from you, or takes damage. A creature that successfully saves against this effect cannot be affected by it again for 24 hours.

Blood Drain[]

Starting at 14th level, you gain the ability to siphon the life of creatures that you harm. When you hit a creature with a spell or cantrip that deals necrotic damage, you add your Charisma modifier to the damage, and restore hit points equal to your Charisma modifier.

Nightwalker[]

Beginning at 18th level, you have gained some of the most powerful traits of vampires. You gain the following benefits.

  • At the start of each of your turns, you regain 1 hit point if you have at least 1 hit point and are not in sunlight or running water. lf you take radiant damage or damage from holy water, this trait doesn't function at the start of your next turn.
  • When you would be reduced to 0 hit points or lower, as a reaction you may expend sorcery points equal to the excess damage-how far you are in the negatives-by 10, and be reduced to 1 hit point instead.
  • You may cast spider climb on yourself, at will.
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