Barbarian
Base Class: Barbarian

When a vampire bites a pregnant woman or sometimes just when a transformation goes wrong, the result is a Dhampir, a creature with many of the powers of a vampire, but none of the weaknesses, except for their constant thirst for the blood of the living.  Their abilities in combat are enhanced when they embrace their vampiric natures.  They grow long claws and their already potent fangs grows even more fearsome.  They can transform into a selection of beasts or a cloud of mist or fog.  Powerful Day Walkers can even shrug off grievous wounds and get right back into the fight.  These abilities come with a cost however.  Embracing the power of their vampiric bloodlines causes Day Walkers' already potent thirst to become overpowering.  If they do not feed during or immediately after using their vampiric abilities, they can fly into a mindless rage, targeting innocents, their allies, or even those closest to them.  The Day Walker walks the tightrope, using their abilities to combat evil while resisting falling to that same evil themselves.  Some manage this well and become feared adversaries of Vampiric Coteries, while others succumb to the Beast within and become even more wicked that their undead progenitors. 

Restriction: Dhampir Only

Only a Dhampir can choose the Path of the Day Walker.  Your subclass features are dependent upon your vampiric abilities.  Your DM can lift this restriction to better fit the campaign.

Rouse the Blood

Day Walkers can choose to enhance their potent combat abilities by rousing their Dhamphiric blood.  This causes their hands to transform to fearsome claws and their fangs become terrifying needles that can drain a creature of blood completely in short order. 

When you select this path at 3rd level, you can access these natural weapons.  When you enter a Rage, you can choose to Rouse the Blood.  This ability comes with the following benefits and drawbacks:

Claws

Your hands transform into fearsome claws.  These claws count as simple melee weapons with which you are proficient, and you add your strength modifier to the attack and damage rolls with them.  Once on each of your turns when you make a claw attack as part of the Attack action, you can make one additional claw attack as part of the same action.

Bite

Your Vampiric Bite is enhanced when you Rouse the Blood.  Your Bite now deals 1d6 piercing damage, and, if you roll a critical hit on a Bite attack, you can empower yourself without expending a use of the feature.  When you make a Bite attack against a creature you have successfully grappled, you can choose to begin draining that creature.  The creature must be a humanoid, beast, dragon, fey, giant, or monstrosity and have blood in order for this feature to work.  When you choose to begin draining a creature, you must use your action to extend the feature on each of your turns, otherwise the effect and the grapple ends immediately.  A creature you are draining takes 3d8 + your constitution modifier in necrotic damage at the end of each of your turns.  If this damage reduces a creature to zero hit points, they are killed immediately and you regain hit points equal to half the necrotic damage you dealt.

Bloodlust

These powers do not come without a cost.  If a rage ends by any means other than being knocked unconscious or killed, and you did not make a successful bite attack during that rage, you may fly into a bloodlust.  When the rage ends without having made a successful Bite attack, you must make a Constitution saving throw.  The DC depends on how long it has been since you last fed.  If you have fed in the last 24 hours, the DC is 8.  If it has been more than 24 hours since you have fed, the DC is 12.  If it has been more that 3 days since you last fed, the DC is 30.  If you fail this save, you must immediately attempt to grapple and drain the nearest creature you see.  You may repeat this save at the end of each of your turns, ending the effect on a success.  This effect also ends if you are targeted by Calm Emotions, Lesser Restoration, or similar magic.

Supernatural Presence

Vampires have a supernatural charm to them that can be overpowering.  If can allow them to turn a mighty warrior into a hapless victim to be fed upon.  Day Walkers learn to utilize this ability as well. 

Beginning at 6th level, as an action, you can attempt to Charm a creature that can see and hear you that is within 30 feet.  The target must succeed on a Wisdom saving throw or be charmed by you for one hour or until you or your companions do something harmful to it.  The DC is determined by 8 + your proficiency bonus + your constitution modifier.  While charmed this way, the target will regard you as a trusted friend to be headed and protected.  You may use your Drain ability on this charmed creature without needing to first enter a rage.  The damage from your Drain ability does not end the charmed effect.  Once you use this feature, you can’t use it again until you finish a long rest, unless you expend an additional use of your Rage.

Dhampirs age much, much more slowly than normal humanoids.  The ravages of time have little effect on your hybrid body, and you gain resistance to Necrotic damage.

Creature of the Night

Vampires can change their forms easily, changing into a variety of creatures, like a Bat, Wolf, or even a cloud of mist.  At level ten, you gain access to the spells Gaseous Form and Polymorph.  You may cast and continue to concentrate on these two spells even while you are raging.  When you cast the Polymorph spell, you can target only yourself, and you can only change into a Bat or Wolf.  You keep all of your ability scores while transformed, and can use your natural weapons provided by Rouse the Blood even if you are not raging.  Once you use cast each spell, you can’t cast them again until you finish a long rest, unless you expend a use of your Rage to cast the spells again.

Vampiric Resilience

Vampires are extremely difficult to kill, as they quickly heal from even the most grievous of wounds.  As your Dhampiric powers reach their apex, you are able to tap into these regenerative abilities.

Beginning at 14th level, while raging, you regain a number of hit point equal to your Constitution modifier at the start of your turn if you have less that fifty percent of your maximum hit points.  The feature does not work if you have taken radiant damage since the end of your last turn.

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