Baldur's Gate 3

Pack Tactics: You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.
Prerequisites: 3rd level  
Blood Cost: 0

Overrun: When you move at least 10 ft. straight toward a target and then hit it with a Claw attack on the same turn, you can spend Blood to deal extra piercing damage equal to the Blood spent. If the target is a creature, it must succeed on a Strength saving throw against your Blood DC or be pushed up to 10 ft. away and knocked prone.
Prerequisites: 5th level  
Blood Cost: Varies

Master of the Pack: You can use your Blood to transform yourself, following the rules in the Druids’ Wild Shape. You can transform into the following animals for up to 1 hour, or until you end it as a bonus action; Giant Raven, Giant Bat, or Dire Wolf.
Prerequisites: 5th level, Pack Tactics 
Blood Cost: 1

Consumed Transformation: You can assume the form of an animal that you have Fed on. You spend Blood equal to the CR of the creature (maximum 1/3 your Vampire level, rounded down). This follows the same shape changing rules as your Master of the Pack feature. In addition, you can still use any of your Blood features while Transformed.
Prerequisites: Master of the Pack 
Blood Cost: Varies

Pouncing Attack: When you move at least 20 ft. straight toward a creature and then hit it with a Claw attack on the same turn, that target must succeed on a Strength saving throw against your Blood DC or be knocked prone. If the target is prone, you can make one Bite attack against it as a bonus action, ignoring the normal restrictions of your Bite attack.
Prerequisites: 7th level, Overrun
Blood Cost: 0

Scions of the Night: When you use Children of the Night, your summoned Swarms or Wolves add your proficiency bonus to their attack rolls and damage rolls.
Prerequisites: 7th level, Children of the Night, Pack Tactics 
Blood Cost: 0

Hive Mind: You can transform into a Swarm you can summon from Children of the Night. You retain all your physical and mental Ability scores, but assume the swarms size, shape, and traits. You can remain in this state for up to 1 hour, or until you are knocked unconscious or end it as a bonus action. When your swarm reforms, you gain a number of temporary hit points equal to the swarms’ remaining hit points. In addition, you can still use any of your Blood features while Transformed. 
Prerequisites: 10th level, Children of the Night 
Blood Cost: 5

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