The Night's Kiss Image

The Twilight has not been kind to you. Your journey filled with despair, loss, hopelessness, driving you to the very brink of your sanity, and yet, still, despite all that has been taken, you push on, fueled by a single-minded purpose, hatred, and a parasite, that has latched itself onto your very being. Through grief, it had found you. Through will, you had contained it, trapped it. Now, through determination, you will tame it, atleast partially, the blood of the first, running through your veins, it's chill a constant reminder on your conscience. At night, it whispers, begging to be let free. At day, it protests, whining in pain, agonizing. Hunger. Vast, untold hunger, though not for sustenance alone. Hunger for domination over this curse. Hunger to twist it into something you can control. Hunger for the strength, to finally commit all that you have determined yourself to. Through this pursuit, your body has been changed to it's very core by it's essence, tethering in-between the living and the dead, a sorry state. Any effects which would detect a creature type now register you as Undead, with the blood's vile effect twisting your very soul.

It sought to devour your will. It sought to break you. It sought to strip away everything of you, and now, you have broken it in exchange, forcing it into submission. It's strength yours to command, despite the price. It whispers still, though no longer with pain, but with obedience. Your wills have become one, your goals united, and with each wound you suffer, every challenge you face, the blood pulses harder, taking over your body, pushing you beyond those mortals limits, and lending you it's strength.

 

At the start of combat, the vampiric blood within you begins to awaken, stirred on by adrenaline. With each wound you suffer, it beats faster and faster, it's corrupting influence, and strength, taking ahold of your mind, your body, augmenting it beyond limits that should ever be possible for a mortal. Each time your Hit Points reach a certain threshold, as described later on in this boon, you gain various enhancements, as the curse takes a firmer hold. These enhancements, unless otherwise specified, last until either the end of combat, or until your Hit Points are healed above the specified threshold.

Dormant (100% Hit Points):

At full strength, the blood remains contained, but its presence is felt. Your body is enhanced, but still mostly in control.

When you activate your Ghost Walk feature, you instead turn into a form of vampiric mist, instead of an incorporeal specter. Your flying speed is increased to 60 feet, and you may move through creations of force and other otherworldly obstructions.

Stirring Corruption (75% Hit Points):

Wounded flesh excites the parasite, pushing your body past mortal limits. Your movements grow sharper, faster, almost unnatural.

Your senses are enhanced by the parasite's lust for blood, making you aware of the location of any creature within a thousand feet, as long as it possesses blood. You are aware of the current Hit Points of all creatures within 120 feet of you which possess blood. Whenever you roll a 20 on an attack against a creature which possesses blood, you may use a reaction to expend one of your soul trinkets. For the next minute, your critical hit range against that creature increases by 1.

Ravenous Mutation (50% Hit Points):

The parasite tightens its grip. Your body shifts, and your limbs lengthen, moving with an unnatural gait. Creatures recognize what you are from just a sight, a vestige of something unnatural, a horror, given over to it's hunger.

There is no longer a limit on the amount of times you may use your Sneak Attack feature in a round against creatures which possess blood, and your Wails of the Grave feature costs no charges. Once per turn, you may choose for your Sneak Attack feature to deal necrotic damage, instead of it's usual damage type: when you do so, it siphons the very essence of the creature affected. It must succeed on a Constitution Saving Throw with a DC equal to 12 + your proficiency bonus + your Dexterity modifier. On a successful save, nothing happens. On a failure, it's hit point maximum is reduced by the same amount, and you regain an amount of hit points equal to the total damage dealt. If this ability is triggered on a critical hit, the creature automatically fails it's Constitution Saving Throw.

Unshackled Horror (20% Hit Points):

With your body at the brink, the parasite pushes desperately, reknitting your wounds, pumping through your body, keeping you vital long past human limits. Your form shifts, your eyes glow, and your body refuses to fall.

At the start of each of your turns, you regain five hit points, unless you have taken radiant damage this round or begin your turn in direct sunlight, running water, or holy water. If you begin your turn in direct sunlight, running water, or have been in contact with holy water in the last round, this effect is instead suppressed until the end of your next turn.

The Progenitor’s Will (Death):

You should be dead. Your body is broken, your blood spilled, and yet, you rise. Not as a man, nor as a monster, but as something in between. You will not perish until your task is complete.

The first time you would die in combat, at the start of your next turn, your body or remaining essence dissolves into a writhing swarm of vampiric mist, instead of falling. In this form, you are immune to all damage and conditions, cannot take actions or reactions, and cannot be targeted by attacks, spells or anything else directly. You may move up to your movement speed immediately upon becoming this mist, slipping through cracks, crevices, and even barriers of force as you reform, akin to your Ghost Walk feature.

At the start of your next turn after transforming into mist, you fully manifest once more at half your maximum hit points, all conditions of your choice purged.

Upon reforming, you are locked in a state of bloodlust. Your senses overwhelmed by the parasite’s will, and your Intelligence score is reduced to 10 for the duration of the bloodlust. You must use your movement and action to attack the closest creature that possesses blood, whether friend or foe. This effect lasts for 10 minutes or until a Calm Emotions spell is cast upon you. If there are no valid creatures within sight, you may act normally, but the first time you detect one, the bloodlust overtakes you again. While in this state of bloodlust, you are under the effects of all parts of this boon. When the bloodlust ends, you immediately gain three levels of exhaustion. This exhaustion may only be removed through a casting of Greater Restoration at 9th level, or upon completing a Long Rest, during which you must feed on the blood of a living creature.

Once this ability is used, it cannot activate again for 24 hours.

Eternal Thirst (Curse):

For all the benefits control gives, it is not without sacrifice, a cost demanded of you, each and every day, forever marked by the insatiable hunger. You are incapable of feeling anything but the most intense of emotions. At the start of each day, you must feed on a living creature that possesses blood. If you do not, you gain disadvantage on all Dexterity and Strength saving throws, ability checks, and attack rolls until you feed. Additionally, while the potency of the blood wards off the sun, to some effect, it's discomfort is still permanently noticeable. While you are in direct sunlight, you suffer disadvantage on all ability checks, saving throws, and attack rolls.

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The Night's Kiss Image

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