Whether you have ingested the blood of a Vampyre, are a Vampyre yourself, or have made an oath to the False God of the Night, Sythis, you are now a brother of his nightly court; a unification of an unnerved shadow. You can choose one of the following abilities immediately after you are welcomed into his court. Depending on which level you currently are, you can choose 1 extra ability from the following list every 3 levels. For example, if at 1st Level you were turned into a Vampyre, then by 20th Level you will have all seven abilities as you would have gained one at 4th, 7th, 10th, 13th, 16th, and 19th level. Alternatively, you can pray to the False God in request for more abilities, in which you must succeed either a Religion and Persuasion check (DC up to DM discretion).
- Sense. Once you have tasted the blood from one target of your choosing, you are able to track their location for the next 1d12 hours. You can tell which direction they are, how far they are from you, and what their condition is (healthy, harmed, bloodied, dead, or undead). You cannot track more than one target at a time, and the target must have ingestible blood in order for this ability to take effect.
- Scout. At night fall, you are light on your feet as sprinting feels nothing more than a walk to you. Your speed is multiplied, and Dash does not affect your movement. You gain advantage on all Dexterity saving throws. This does not work in magical darkness, dark caves, or dimly lit environment. At sun rise, you are fatigued and you have disadvantage on dexterity saving throws. This does not work in magical brightness or false light such as a candle, campfire, torch, or bioluminescence.
- Harden. At night, you feel every pore in your body harden like diamonds. If at any point an enemy swings a blade made of common metal towards you, and makes contact with your skin (hits) must roll a durability die (1d6). If the die rolls 3 or lower, the blade shatters. Anyone near within a 5ft radius must make a Dexterity saving throw to move away or be sliced for 3d4 piercing damage (or 1d4 for each shard of metal)
- Seductress. You have a silver tongue. Choose any two Charisma skills to increase by +4. You have advantage with Haggling and Insight checks, and you cannot be Intimidated. You can choose to seduce any target of your choosing to allow yourself to feast upon them. Each of your fangs sink into the flesh of your victim for 2d4 piercing damage, with an additional 1d6 poison if you choose to inflict them with Vampyrism.
- Fear. You strike fear into the hearts of man. Your intimidation increases by +4, and you gain the ability to use your crimson eyes to reflect the horrors of their future for any target within 5-20ft that you lock eyes with. The target must pass a wisdom saving throw or be frightened for the next 1d4 rounds and will speak the truth to you no matter the question.
- Allure. You have an unquenchable thirst that desires for more. At nightfall, you must feed on mortal blood. Once you do so, you gain the two of the following abilities of your choosing until dawn: You have an AC bonus of +2, your speed increases by an added 15ft, you have advantage on persuasion and intimidation rolls, and you can lead helpless targets to their demise by knowing Charm Person and can cast it as a Cantrip. Once the sun rises, you lose all of these abilities.
- Bite. Your fangs are long, sharp, and are ready to feast. You are able to Bite as a bonus action if you are within 5ft of the target. Each of your fangs sink into the flesh of your victim for 2d4 piercing damage, with an additional 1d6 poison if you choose to inflict them with Vampyrism. If you decide to drink the blood of your victim, they are not infected, and you can trigger the Allure ability. From there you can choose to have only one from the ability list.
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