Base Class: Kindred
While most Kindred carve their domains from stone and shadow, the Ahrimanes rule beneath open skies. They are predators bound not to courts or kingdoms, but to forests, mountains, and forgotten places where civilization yields to instinct. Beasts do not fear their presence—they recognize them as kin.
An Ahrimane's blood carries an ancient call that stirs the hearts of wolves, ravens, great cats, and countless other creatures of the wild. Through this bond they become more than hunters; they become the heart of the pack itself. Every movement is guided by instinct, every strike coordinated with loyal companions that answer neither commands nor magic, but a bond older than memory.
As centuries pass, an Ahrimane's connection to the wilderness deepens until the line between vampire and beast begins to blur. Their senses sharpen beyond mortal comprehension, their companions become extensions of their own will, and the wild itself seems to answer their presence.
Level 3: Ahrimane Bane
Your vitae rejects the chains of servitude. You cannot create Blood Bonds or Ghouls. If a feature, item, or other effect would allow you to create either, it automatically fails.
Level 3: Warrior of the wild
The Valkyrjar seek out capable warriors worthy of the hunt. Through rigorous training and the traditions of your bloodline, you gain proficiency with martial weapons, medium armor, and shields.
Level 3: Spiritual Presence
Your blood carries a deep connection to the spirits of the natural world. Ancient souls linger within every forest, mountain, and river, and they willingly answer your call. Through Spiritus, these spirits guide your hands in times of need and take the forms of loyal beasts to aid you in battle.
You gain the following benefits.
Aid from Spirits
As a bonus action, you can expend 1 Blood Point and touch a weapon, tool, or other object. For the next 10 minutes, benevolent spirits guide your actions through it.
- Weapon. If the object is a weapon, it becomes magical if it is not already. The weapon deals an additional 1d4 force damage on a hit as spiritual energy empowers each strike.
- Tool or Object. If the object is associated with a skill or tool proficiency, you gain proficiency with it for the duration. If you are already proficient, you instead gain expertise, allowing you to add double your proficiency bonus to ability checks made with it.
You can have only one object affected by this feature at a time. Activating this feature again immediately ends its effects on the previous object.
Summon Spirit Beast
As a bonus action, you can expend 1 Blood Point to summon a Spirit Beast in an unoccupied space within 30 feet of you. The Spirit Beast remains for 1 hour, until it is reduced to 0 hit points, or until you dismiss it as a bonus action.
When summoned, choose the appearance of your Spirit Beast. It takes the form of a beast native to the surrounding environment or one it has previously assumed, such as a wolf, fox, owl, raven, panther, or bear. Its appearance has no effect on its statistics.
The Spirit Beast uses the Spirit Beast stat block. It shares your initiative, taking its turn immediately after yours, and obeys your verbal commands (no action required). If you issue no commands, it takes the Dodge action.
You can summon your Spirit Beast a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Spirit Beast
Medium Spirit
- Armor Class 13 + your proficiency bonus
- Hit Points 5 + five times your Kindred level
- Speed 40 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 14 (+2) | 14 (+2) | 6 (-2) | 14 (+2) | 10 (+0) |
- Saving Throws Uses your proficiency bonus
- Skills Perception +2 + PB, Stealth +2 + PB
- Damage Immunities Poison
- Condition Immunities Charmed, Frightened, Poisoned
- Senses Darkvision 60 ft., Passive Perception 12 + PB
- Languages Understands the languages you speak
Spirit Nature
The Spirit Beast is a spirit, not a beast. It can move through the space of other creatures as if it were difficult terrain, but it cannot end its movement there.
When reduced to 0 hit points, the Spirit Beast dissolves into wisps of spectral energy instead of leaving behind a corpse.
Spiritual Bond
The Spirit Beast acts on your initiative, immediately after your turn. It obeys your verbal commands (no action required). If you issue no command, it takes the Dodge action.
The Spirit Beast remains for 1 hour, until it is reduced to 0 hit points, or until you dismiss it (no action required).
Actions
Spectral Claws
Melee Weapon Attack: your proficiency bonus + your Strength or Dexterity modifier to hit (your choice), reach 5 ft., one target.
Hit: 1d8 + your proficiency bonus force damage.
Spiritual Assistance
Once on each of its turns, when the Spirit Beast hits a creature with Spectral Claws, choose one of the following effects:
- The target's speed is reduced by 10 feet until the start of its next turn.
- The next attack roll against the target before the start of your next turn has advantage.
- You gain temporary hit points equal to your proficiency bonus.
Level 6: Call of the Valkyrjar
Your bond with the beasts of the world deepens, allowing you to communicate with them and hunt as one.
Whispers of the Wild.
You can expend 1 Blood Point to cast Speak with Animals without expending a spell slot or requiring material components. When cast in this way, the spell lasts until you dismiss it (no action required), rather than for its normal duration.
Pack Hunter.
Once on each of your turns, when you hit a creature with a weapon attack while it is within 5 feet of one of your allies or your Spirit Beast, you deal additional damage equal to your proficiency bonus.
Level 9: might of Ádísa
Ability Score Increase. Your Strength score increases by an amount equal to your proficiency bonus, to a maximum of 30.
Titanic Strength. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Level 11: Aspect of the Beast
The spirits of the wild no longer answer your call from afar—they become one with your body, granting you the gifts of nature's greatest hunters.
As a Bonus Action, you can expend 2 Blood Points to invoke one of the following Aspects of the Beast for 10 minutes. You can have multiple Aspects active at the same time, but must expend the Blood Point cost separately for each Aspect.
Choose one of the following Aspects each time you use this feature:
Bear's Strength
You have advantage on Strength (Athletics) checks, and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Cat's Grace
You gain a climbing speed equal to your walking speed. In addition, your long jump and high jump distances are doubled.
Falcon's Eyes
You gain Darkvision out to a range of 120 feet. If you already possess Darkvision, its range increases by 60 feet instead. Additionally, you have advantage on Wisdom (Perception) checks that rely on sight.
Hound's Nose
You have advantage on Wisdom (Perception) and Wisdom (Survival) checks that rely on smell.
Chameleon's Colors
You have advantage on Dexterity (Stealth) checks. If you remain motionless, creatures have disadvantage on Wisdom (Perception) checks made to detect you.
Serpent's Venom
Once on each of your turns when you hit a creature with your Bite or an Unarmed Strike, you can force it to make a Constitution saving throw against your Blood Save DC. On a failed save, the creature is Poisoned until the start of your next turn.
Stag's Swiftness
Your walking speed increases by 15 feet, and opportunity attacks against you are made with disadvantage.
Cricket's Song
You gain advantage on Dexterity (Acrobatics) checks, and you have advantage on saving throws made to resist being grappled or restrained.
Level 15: The Wild Beast
As a Bonus Action, you can expend 4 Blood Points to transform into the Wild Beast for 1 minute. While transformed, you gain the following benefits:
- Your Strength score increases by 3, and your Dexterity and Constitution scores each increase by 2, to a maximum of 30.
- Your Unarmed Strikes become claws. They deal 1d10 Slashing damage, count as magical, and score a critical hit on a roll of 19 or 20.
- Your feed ability uses 2 additional feed dice
- You have advantage on Strength, Dexterity, and Constitution saving throws.
- You have advantage on Charisma (Intimidation) checks and disadvantage on all other Charisma ability checks.
beast form
you become the beast
Level 18: Blessing of Freya
Your raw, supernatural strength is legendary.
Ability Score Increase. Your Strength score increases by 4, to a maximum of 30.
Brutality. When you hit a target with an attack roll using a Melee weapon or an Unarmed Strike, your Melee weapon or Unarmed Strike deals two extra dice of its damage.