You have become possessed by the thirst that grips all Vampires. In combat, this thirst drives you into an insatiable frenzy of bloodshed. Whenever you deal combat damage with an unarmed strike or a melee/ranged weapon to a target that can bleed, and is not undead or a construct, you gain one Fury Point. You may only have a maximum of 4 Fury Points at any time. Upon completing a short or long rest, the number of Fury Points you have is reset to 0.
BLOOD FURY ABILITIES
Fanged Bite (1FP).On your turn, immediately after you take the attack action, you can use your bonus action to make a special unarmed bite attack. You can use your Dexterity modifier instead of Strength to hit with this attack. This attack deals piercing damage equal to 1d4 + your Strength or Dexterity modifier. The target must then succeed at a Constitution saving throw or take 2d6 necrotic damage. You regain hit points equal to the necrotic damage dealt this way. This attack generates 1 Fury Point as normal. If this attack reduces a humanoid creature of size Medium or smaller to o hit points, you gain 3 Fury Points instead.
Calculated Strike (1FP). When you hit with a melee weapon attack, you may use this ability before damage is dealt. If you do so, you may add 1d6 of the same damage as your weapon to the damage result. If this ability is used, no Fury Points are generated for this attack.
Vampiric Mist (2FP). As a bonus action, you can disappear in a puff of shadowy mist and teleport up to 30 feet to an unoccupied space you can see
Unearthly Reflexes (1FP). After you have rolled a Dexterity saving throw, but before the GM has determined the result, you can use your reaction and take half damage on a failed save, and no damage on a successful one.
Deathly Horror (3FP). As a bonus action, you can emit a ghastly distortion of your true form. A creature of your choice within 30 feet of you must succeed on a Wisdom saving throw or become Frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw immune to this ability for 24 hours.
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