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Lifedrinking Sorcerer (3.5e Alternate Class Feature)


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Author: Zhenra-Khal (talk)
Date Created: 11/3/2016
Status: Complete; Open to suggestions and typo fixes
Editing: Clarity edits only please
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Lifedrinking Sorcerer

A little bit of a fix for Lifedrinker, but as a base class.

Class: Sorcerer

Prerequisites: Must be Vampire, half-vampire, Pathfinder Dhampir, or similar; Nongood alignment.

Level: 1-20

Replaces: Familiar, weapon proficiencies.

Benefit: Rather than the normal proficiencies, a Lifedrinking Sorcerer is proficient with only the dagger, club, quarterstaff, unarmed strike, light crossbow and heavy crossbow. They also lose their familiar. However, their HD increases from d4 to d6, and they gain the following abilities:

Blood Drain (Ex): If you do not already possess it, you gain the Blood Drain ability. When you've grappled a living foe and have them pinned, you may deal 1d4 points of Constitution damage to the pinned target each round you retain the pin. You gain 5 temporary HP for each point of Constitution damage you deal. As a bonus, the Lifedrinker adds their Charisma bonus to all Grapple checks in addition to their Strength.

Lifewell (Ex): A lifedrinker stores the life energy that it steals in a reservoir in itself called a lifewell. From this lifewell, the lifedrinker draws the power needed to use their abilities. A lifedrinker gains lifewell points by bestowing negative levels and by dealing Constitution drain. Each negative level bestowed by a vampire's energy drain ability grants 2 lifewell points. Each point of Constitution drained grants 1 lifewell point. The lifewell of a lifedrinker can hold a maximum number of points equal to the Lifedrinker's Charisma modifier, multiplied by their lifedrinker level (min 1). Lifewell points gained when the lifewell is already full are wasted. A lifedrinker with 0 lifewell points must succeed at a Will saving throw (DC 10 + Lifedrinker's total HD + lifedrinker's Cha mod) or go temporarily insane, attacking any living creature within sight until the lifewell has at least 1 point per lifedrinker level. A successful saving throw means that the lifedrinker need not make a saving throw against this temporary insanity until one week has passed and even then only if the lifewell has remained at 0 points throughout the week.

Invigorate (Ex): A lifedrinker can spend 1 lifewell point to gain 1d6 temporary hit points. These hit points last 24 hours, and while they do not stack with those granted by other sources of temporary hit points (Except the Blood Drain or Energy Drain abilities), they do stack with more hit points gained from the invigorate ability, so a lifedrinker may spend multiple lifewell points to gain more temporary hit points. The Lifedrinker can spend a number of points on this ability per day equal to half his Lifedrinker level (Max 10).

Life Metamagic (Su): A Lifedrinker may spend Lifewell points to reduce the costs of metamagic they use. When using a metamagic feat they know, they may use the metamagic feat without increasing the spell's casting time or spending a higher-level spell slot. However, in order to accomplish this, the Lifedrinker must expend a number of points from his Lifewell equal to 2 per spell level increase. For example, using Empower spell with Life Metamagic would cost 4 Lifewell points. The number of points a Lifedrinker can spend on a single spell is limited by their Lifedrinker level; A 4th-level Lifedrinker can only spend 4 Lifewell points on a single spell. The Lifedrinker must already possess the metamagic feat they're using. The metamagic feat they can use this ability on is also limited by their level; They must possess twice the number of Lifedrinker levels as the spell level increase the spell requires; Thus, a Lifedrinker can only use Empower Spell (+2 spell level) at 4th level or higher, Maximize Spell at 6th level and higher, etc.

Greater Invigorate (Ex): When a Lifedrinker of 5th level or higher uses their Invigorate ability, they may also gain a +1 enhancement bonus to Strength per lifewell point spent. If multiple lifewell points are spent at the same time, the bonus is correspondingly larger. A lifedrinker that spends 10 lifewell points all at once on invigorate gains 10d6 temporary hit points and +10 enchantment bonus to Strength. But if the lifedrinker spends 5 lifewell points in one round and 5 more points in the next, it has 10d6 temporary hit points but only +5 enchantment bonus to Strength. The bonus to Strength lasts for 24 hours.

Self-Sacrifice (Su): A lifedrinker of 7th level or higher may purposefully sacrifice their own health to gain more lifewell points. They can deal 1d6 damage to themselves as a move action, overcoming all damage reduction, regeneration, temporary hit points, and the like. Doing so grants them 1 lifewell point. They can only deal a maximum of 1d6 damage to themselves per 2 Lifedrinker levels at any given time (Max 10d6).

Self-Repair (Su): A Lifedriker of 9th level or higher has learned to alter their Invigorate and Self-Sacrifice abilities, and can now heal themselves with energy stolen from others. A Lifedrinker may expend 1 Lifewell point in order to heal themselves for 1d6 points of damage; As this is not positive nor negative energy, it doesn't deal damage to them because of their undead nature. However, lifewell points spent in this way count toward the maximum number of points they can spend on their Invigorate ability each day. Any healing beyond their maximum HP is added on as temporary HP that stack with those granted by the Blood Drain, Energy Drain and Invigorate abilities.

Energy Drain (Su): A Lifedrinker of 11th level or higher can drain soul energy from a living creature. As a standard action, the Lifedrinker may make an unarmed melee attack (Or attack with a natural weapon) against a single target, without provoking attacks of opportunity. If this attack succeeds, the target gains 1d4 Negative Levels instead of taking damage from the attack (Or in addition to the damage from the attack if this ability was used with a natural weapon). For each negativ level they inflict, the Lifedrinker gains 5 temporary HP.

Greater Blood Drain (Ex): At 13th level and higher, the Lifedrinker's blood drain attack now deal 2d4 points of Constitution damage instead of 1d4.

Blood Steal (Ex): When a Lifedrinker of at least 15th level uses their blood drain attack, they may instead choose to siphon their life force away. Rather than the normal Constitution damage deal by Blood Drain, they may instead deal up to 1d4 damage per 2 lifedrinker levels, gaining 1 lifewell point per 1d4 damage dealt. A successful Fortitude save (DC 10 + 1/2 Lifedrinker's HD + Lifedrinker's Cha mod) reduces the damage - And lifewell point gain - by half. Alternately, the Lifedrinker can siphon this life force into their own directly, instantly healing for the amount of damage done (calculated after the saving throw) instead of gaining lifewell points.

Blood Revel (Ex): When a Lifedrinker of 17th level or higher uses their Blood Drain ability, they may enter a Blood Revel as a free action at the beginning of their next turn. While in this state, they gain a Profane bonus to Strength equal to their Charisma modifier, and their damage reduction vs. silver and magic is increased to a number equal to their lifedrinker level multiplied by their Charisma modifier, if it would be higher than the original value. While in this state, the lifedrinker ignores their weakness toward garlic, mirrors, holy symbols, and running water, as well as its vulnerability to sunlight, if they possess these weaknesses. However, the Blood Revel costs a number of lifewell points each round to maintain equal to the lifedrinker's Charisma modifier (Min 1). Thus, the lifedrinker must keep feeding or both lose the bonuses of the Blood Revel and have to save against their insanity as if their lifewell pool just dropped to 0 (But if it did actually drop to 0, the lifedrinker still only makes one saving throw, not two).



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