Base Class: Barbarian
Barbarians who follow the Path of the Feral Vampire surrender themselves to a supernatural hunger. Whether infected by a vampire's curse, transformed through a dark ritual, or simply born with vampiric blood, these warriors embrace the beast within.
Their rage becomes something more than fury. Their senses sharpen, their bodies become unnaturally resilient, and their need for blood becomes almost impossible to resist.
Feral Form
3rd-level Path of the Beast feature
When you enter your rage, you can transform, turning into a Feral vampire creature. Until the rage ends, your bites count as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal. Once per turn when you hit a creature with your bite, you can move up to 10 feet without provoking opportunity attacks from that creature.
Bite. Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.
Your eyes become predatory, and you gain darkvision out to 60 feet. If you already have darkvision, its range increases by 30 feet.
You gain climbing speed equal to your walking speed. You can climb difficult surfaces, including upside down on ceilings, without making an ability check, provided you have at least one hand free.
Blood Drain
Your body craves the blood of the living.
Blood Drain. When you hit a creature with your bite, and the creature isn't a Construct or Undead, you can drain its blood. The target takes an additional 1d6 necrotic damage, You can use Blood Drain a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Scent of Blood. You have advantage on Wisdom (Perception) and Wisdom (Survival) checks made to detect or track a creature that is missing hit points.
Vampire Hunger
You have a Hunger die, which starts at d4. Whenever you finish a long rest without consuming blood from a living humanoid, your Hunger die increases by one size:
d4 → d6 → d8 → d10 → d12
Whenever you encounter a wounded creature, the DM can call for a Wisdom saving throw with a DC equal to: 8 + your Hunger die. On a failure, you have disadvantage on attacks against creatures other than the wounded creature until you've dealt damage to it. After you drink blood from a living creature, your Hunger die returns to d4.
Blood-Fed Vitality
Whenever you use Blood Drain, you gain temporary hit points equal to your Constitution modifier + your proficiency bonus (minimum of 1). Additionally, when you reduce a hostile creature to 0 hit points while raging, you can immediately regain hit points equal to your Constitution modifier + your barbarian level. You can use this second benefit a number of times equal to your proficiency bonus per long rest.
Blood Frenzy: You also gain advantage on saving throws against being charmed or frightened. If you are already charmed or frightened when you enter your Rage, the effect is suspended for the duration of your Rage.
Predator's Celerity
While raging:
- Your walking speed increases by 10 feet.
- You can take the Dash action as a bonus action.
- You can move across vertical surfaces and ceilings without falling during the movement, provided you end your movement on a surface capable of supporting you.
In addition, when a creature within 30 feet of you takes damage and is below half its hit point maximum, you can use your reaction to move up to half your speed toward that creature. This movement doesn't provoke opportunity attacks. You can use this reaction a number of times equal to your proficiency bonus per long rest.
Apex Hunter
You have mastered the monstrous hunger inside you. When you enter your Rage, you can transform into your Apex Hunter form. The transformation lasts until your Rage ends.
While transformed:
Bite: Your bite becomes a 1d12 piercing natural weapon. When you use Blood Drain, the necrotic damage increases to 3d6. If Blood Drain reduces a creature to 0 hit points, you regain hit points equal to twice the necrotic damage dealt instead of the normal amount.
Regeneration: At the start of each of your turns, if you have at least 1 hit point and aren't in sunlight or running water, you regain hit points equal to your Constitution modifier. If you take radiant damage, this regeneration doesn't function until the start of your next turn.
Mist Escape: When you are reduced to 0 hit points while raging, you can use your reaction to transform into a cloud of crimson mist instead of falling unconscious. You immediately regain hit points equal to half your barbarian level + your Constitution modifier, and your physical form becomes mist until the end of your next turn. However, you your rage will end and you will return to your normal form.
While in this form:
- You have a flying speed of 20 feet.
- You can move through creatures and objects as if they were difficult terrain.
- You have resistance to all damage except psychic and radiant damage.
- You can't attack, speak, or manipulate objects.
Once you use Mist Escape, you can't use it again until you finish a long rest.
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