Vampirism, Stage 3 (Beguiler's Charm) Image

Boon(s):
- You gain the ability to manipulate the mind of a creature with your unearthly charm. As an action, you can choose a creature within 30 feet of you that can see you. The creature must succeed on a Charisma saving throw with a DC of 8 plus your Charisma modifier plus your Proficiency Bonus. On a failed save, the creature has the Charmed condition for 24 hours. At the end of the 24 hours, you can choose to automatically renew the Charmed condition on that creature with no saving throw. You may only have one creature Charmed in this manner at a time. If you use this feature on another creature, or you or an ally damages the creature, the Charmed condition ends on the previous creature immediately.
- You gain superior Darkvision (120 ft.) if you do not already have it.

Flaw.
Greater Sanguine Curse. Your curse has taken a stronger hold on you. As a result you gain the following features:
- You take 1d10 acid damage if you end your turn in running water.
- You take 1d10 radiant damage when you start your turn in sunlight.
- You must feed every 3 encounters.

Vampirism, Stage 3 (Beguiler's Charm) Image

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