Sorcerer: Vampiric Bloodline - Play As Alucard in D&D 5e

There's never enough blood!


Hello everyone! The holidays have slowed me down a bit, but I'm still hard at work for the Tome of Twilight, which will be filled with all types of darkness and radiant-themed stuff. It's looking quite spiffy and should reach you in the next year. Until then, I hope this subclass is up your alley!


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VAMPIRIC BLOODLINE


You were bitten by vampires, which reign supreme under the veil of twilight. Yet, you didn’t become a thrall, perhaps by sheer force of will, or by some cruel plan from your « benefactor », instead you gained wicked vampiric powers.


Vampiric Spells

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Vampiric Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.


Vampiric Spells

Paladin Level

Spells

3

charm person, command

5

spider climb, suggestion

9

fear, vampiric touch

13

blight, compulsion

17

antilife orbs*, dominate person

*Tome of Twilight


Fangs & Claws


Also at 1st level your fangs and claws grow, becoming natural weapons. They counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with them, as normal. They deal 1d8 necrotic damage on a hit. If you attack a creature charmed by you with these weapons, you automatically succeed the attack roll. You also gain Darkvision out to 60 feet, the range of it increases to 120 feet at level 11.


The damage of these weapons increases by 1d8 when you reach 5th Level (2d8), 11th level (3d8), and 17th level (4d8).


Draining Magic


At 6th level, once per turn, when you deal necrotic damage to a creature, you regain health equal to half the necrotic damage dealt. You can use this ability a number of times equal to your Charisma modifier, and regain all expended uses after completing a long rest.

Bat Transformation


Starting at 14th level, ff you aren’t in sunlight or running water, you can use your action to polymorph into a Tiny bat, or back into your true form. While in bat form, you can't speak, can’t 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 transforms with you, but nothing you are carrying does. You revert to your true form if you fall unconscious.


Undying


At 18th level, when you are reduced to 0 hit points or lower, you can make a special attack as a reaction. You teleport as a swarm of bats to a creature within 60 feet of you and make a special attack with your fangs. Make a melee spell attack, with advantage if you are not standing in bright light. On a hit, you deal 4d10 necrotic damage, regain a number of hit points equal to the damage dealt and can teleport again to an empty space within 60 feet of you.


Once you’ve used this ability you can’t use it again until you complete a long rest. If you are standing in daylight or running water, you cannot use this ability.


Metagmic Options


Twilight Chains

When you deal radiant or necrotic damage with a spell, you can expend 2 sorcery points to wrap the residual light/shadows into chains that bind one of the foes you damaged with your spell. Their speed becomes 0 until the start of your next turn.


Alternatively, whenever you cast a spell of 1st level or higher that creates bright light or shadow, you can choose to expend 2 sorcery points as a reaction to bind one of the opponents in the light/shadow, reducing their speed to 0 until the start of your next turn. You can take this reaction when a creature starts its turn in the area or when they enter it for the first time in a turn.


Radiant Consumption


When you cast a spell of 1st level or higher, you can expend a number of sorcery points equal to the spell level to change its damage type to radiant.


#subclass

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