Agonizing Bite: Your fangs become longer and deadlier. You add your Constitution modifier to the amount of Necrotic damage dealt by your Bite.
Prerequisites: None
Blood Cost: 0
Draining Bite: You can spend Blood to Bite a creature as a Bonus action, regardless of the normal restrictions of your Bite attack.
Prerequisites: 3rd level, Agonizing Bite
Blood Cost: 3
Bilu Blood: By spending this Blood, you can have your next unarmed Claw attack deal Acid damage instead of Slashing damage.
Prerequisites: 4th Level
Blood Cost: 1
Hemorrhaging Claws: Before you make an unarmed attack on your turn, you can spend 2 Blood to cause your attacks to make the target bleed viciously. On a hit, they make a Constitution saving throw at the start of their turns for the next minute. On a failed save, they take additional Necrotic damage equal to your Constitution Modifier. On a success, they do not take this damage. They repeat this saving throw at the start of their turns for the entire duration.
Prerequisites: 5th level
Blood Cost: 2
Bloodletting: When you make an unarmed attack against a target that has been damaged by your Hemorrhaging Claws feature, you can make the attack with advantage.
Prerequisites: 7th Level, Hemorrhaging Claws
Blood Cost: 0
Just a Taste: Once on each of your turns, when you miss with an unarmed strike, you can make another unarmed strike by spending Blood as part of the same action. If you do this for your Bite, you do not deal the Necrotic Damage.
Prerequisites: 9th level, Draining Bite
Blood Cost: 2
Creepy Crawler: You can traverse difficult terrain with no reduction in speed.
Prerequisites: None
Blood Cost: 0
Nightstalker: Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start. Your Base speed increases by 10 feet. In addition, you can spend 2 Blood to gain advantage on Dexterity (Stealth) checks for 1 hour.
Prerequisites: Creepy Crawler
Blood Cost: 0-2
Nimble Movement: You spend this Blood as a Bonus Action; you can take the Dash, Disengage, or Dodge action as part of this Bonus Action on your turn after you spend this Blood.
Prerequisites: 3rd level, Nightstalker
Blood Cost: 2
Mist Form: You can use an action to turn into a Mist by spending 2 Blood.
Prerequisites: 3rd level
Blood Cost: 2
Misty Escape: Upon taking damage, become invisible. On your next turn, you can cast misty step, though this will break your invisibility.
Prerequisites: 5th level, Mist Form
Blood Cost: 2
Supernatural Reflexes: Your vampiric agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, instead take no damage if you succeed on the saving throw and only half damage if you fail.
Prerequisites: 7th level, Nightstalker
Blood Cost: 0
What We Do in the Shadows: Teleport from shadow to shadow with a range of 500ft
Prerequisites: 15th level, Misty Escape
Blood Cost: 3
Masterful Evolutions
You are the lord of all you survey. Your Blood allows you to command lesser mortals, beasts and the undead.
Spies in the Night: Once per short rest, you summon a Bat or Rat. They are invisible until attacked or seen.
Prerequisites: None
Blood Cost: 1
Children of the Night: You can use your Blood to summon a number of animals to you. You spend Blood equal to the number of animals you are trying to summon. You can summon a wolf. The beasts remain for 1 hour, until you die or are knocked unconscious, or until you dismiss them as a bonus action.
Prerequisites: 3rd Level
Blood Cost: Varies
Summon Gargoyle (Not Implemented): Once per long rest, by spending 2 Blood, you can summon a Gargoyle to fight for you. The Gargoyle disappears after 1 hour or if you dismiss it early.
Prerequisites: 7th Level
Blood Cost: 2
Blood Puppet: You can spend Blood to temporarily gain control of a corpse. Choose a corpse that you can see; you spend an additional 3 Blood for each size category of the corpse above Medium (up to a maximum of 12 at Gargantuan). The corpse rises up, moves up to half its movement speed to a space within melee attack range of the target, and makes a single melee attack from one of its available actions. After it makes this attack, it drops back down on the ground, lifeless once more. You cannot reuse corpses for this feature.
Additionally, you can instead convert a single corpse that died within the last minute into a Vampiric Mist; this consumes the corpse. A Vampiric Mist remains under your control for only 1 minute before permanently dissolving, and this duration cannot be extended. You can only have 1 Vampiric Mist created at a time.
Prerequisites: 7th level
Blood Cost: Varies
Create Thrall (Not Implemented): You attempt to control the mind and actions of a Humanoid target using your Blood.
Prerequisites: 9th Level
Blood Cost: Varies
For The Horde (Not Implemented): Your Blood opens the door between life and death, using a corpse as a doorway. When you use this feature, choose a pile of bones or a corpse of a Medium or Small humanoid within range; the corpse is consumed as part of this feature. Choose one of the following options for what appears:
- One undead of challenge rating 2 or lower
- Two undead of challenge rating 1 or lower
- Four undead of challenge rating 1/2 or lower
- Eight undead of challenge rating 1/4 or lower
Prerequisites: 9th Level, Blood Puppet
Blood Cost: 7
Batty Bat: While Night Cloak is active, you gain resistance to all damage except radiant and psychic.
Prerequisites: 14th Level
Blood Cost: 0
Create Spawn: Once per week, when you kill a humanoid with your bite attack, you can bury the body. The following night, the body rises up as a Vampire Spawn under your control.
Your Vampire Spawn counts for your total number of Thralls. You can free a Vampire Spawn to create a full Vampire by feeding them some of your Blood. The newly created Vampire is under no obligation to serve you, but will attempt to assist you as best it can if properly motivated.
In order to create a Spawn, you must maintain this feature for the entire process.
Prerequisites: 15th Level, Create Thrall
Blood Cost: 0
Necrology: You are immune to disease, poison, and the poisoned condition.
Prerequisites: None
Blood Cost: 0
Echolocation: By spending Blood as an action, you gain Blindsight for 30 feet for 1 minute. You cannot detect creatures behind full cover with this Blindsight.
Prerequisites: None
Blood Cost: 2
Shapechanger: As an action, you can transform into a Tiny Bat or a Medium Wolf, following the Druid’s Wild Shape rules (ignoring the Flight speed limitation).
Prerequisites: 3rd level
Blood Cost: 1
Hemophilia (Not Implemented): Whenever you spend Blood, you recover 1 Hit Point per Blood spent.
Prerequisites: 5th level
Blood Cost: 0
You Are Who You Eat (Not Implemented): When you feed on the same humanoid race consistently, you begin to absorb some of the traits of that race. After five or more Feedings on that humanoid race or subrace, choose a Trait from the list that the race or subrace that you have fed off most recently can access. You have permanent access to that trait as long as you maintain this Feature.
You cannot take traits that allow you to cast Spells or Innate Spellcasting; you cannot select Ability Score Increases or weapon proficiencies as a trait. You may take a total maximum number of Traits equal to your Constitution Modifier. You can drop a selected trait at any time to gain a new one after the required amount of feedings.
If you remove this feature, you lose access to any previously gained traits; if you later regain this feature, you must regain those Traits normally.
Prerequisites: 5th level
Blood Cost: 0
Transfusion: As a bonus action, you can spend Blood to roll one of your Hit Dice and recover Hit Points as if you had rolled it during a short rest.
Prerequisites: 6th Level, Hemophilia
Blood Cost: 1
Sparkly: You grow a strange covering over your skin that glitters in light. For each hour you spend in sunlight, you must spend Blood to force yourself to resist the effects of sunlight. If you are in light and sparkling, you have a disadvantage to stealth checks.
Prerequisites: 6th level
Blood Cost: 2
Undead Fortitude: When you are reduced to 0 hit points, you can expend 1 Blood (no action required) to have 1 hit point instead.
Prerequisites: 11th Level
Blood Cost: 1
Supernatural Resilience: Your vampiric curse strengthens your physical prowess. You gain resistance to bludgeoning, piercing, and slashing damage.
Prerequisites: 11th Level, Undead Fortitude
Blood Cost: 0
Vampiric Magic is the result of countless ages of practice, or perhaps the exerting of your will across the material plane using your Blood. Who can tell you how your magic really works?
Beguiling Gaze: Spend 2 blood to charm a humanoid.
Prerequisites: None
Blood Cost: 2
Booster-Shot: You can use a bonus action and spend Blood to infuse a companion with some of your undead ichor. When you do so, choose a friendly creature within 30 feet of you. That creature gains temporary hit points equal to the Blood spent + your Charisma modifier.
Prerequisites: 3rd level
Blood Cost: Varies
Healing Saliva: Your vampire saliva heals non-undead creatures, ensuring you can feed from them later. You can take an action to lick a wound; the creature gains 1d4 + your Charisma Modifier Temporary Hit Points. By spending a Blood, you can convert those into regular Hit Points.
You can do this a number of times equal to your Constitution modifier. Once you have used all uses of this Blood feature, you can't use it again until you finish a long rest.
Prerequisites: 3rd level, Booster Shot
Blood Cost: 0-1
Sanguine Shield: As a reaction to an attack, you may expend 2 or more Blood, up to your proficiency bonus. You gain a bonus to your AC equal to the number of Blood spent until the beginning of your next turn, including against the triggering attack.
Prerequisites: 3rd level
Blood Cost: Varies
Blood Magic: You learn 2 cantrips from the Warlock spell list. In addition, you may prepare a 1st level Enchantment, Illusion or Necromancy spell when you finish a long rest. Casting this spell costs 2 Blood.
When you reach 6th level in this class, you may prepare an additional spell of 2nd level that is in the school of Enchantment, Illusion or Necromancy. Casting a 2nd level spell in this way costs 4 Blood.
You may take this feature multiple times to gain additional cantrips and prepare multiple spells.
Prerequisites: 3rd Level
Blood Cost: 2-4
Hemophobia (Not Implemented): When you hit a creature with a weapon attack, you can spend 2 Blood to attempt to frighten the target. The target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Prerequisites: 5th level
Blood Cost: 2
Greater Blood Magic: You may prepare a 3rd level Enchantment, Illusion or Necromancy spell when you finish a long rest. Casting this spell costs 5 Blood. You may take this Feature multiple times to prepare multiple spells.
Prerequisites: 7th level, Blood Magic
Blood Cost: 5
Fearful Aura (Not Implemented): You spend this Blood as a bonus action. For one minute after you spend this Blood, creatures that enter into a 10 foot radius around you for the first time make a Wisdom saving throw. On a failed save, they are frightened until the start of their next turn. On a success or after this effect ends, they are immune to this fear effect for 24 hours.
Prerequisites: 10th Level, Hemophobia
Blood Cost: 2
Arithmomania (Not Implemented): Once per day, you can cast a modified version of Irresistible Dance. The target is compelled to count any small objects (such as marbles or blades of grass) in the vicinity for the duration of the spell.
Prerequisites: 17th Level, Beguiling Gaze
Blood Cost: 11
0 comments