Feral Beast Image
Prerequisite: Requires player to be under the effect of Vampirism.
 

Feral Beast causes your vampiric lust to take over, you must make a DC 13 Constitution Saving Throw once a day to overcome the lust. Each day you make the Saving Throw, the DC increases by +1. If the Saving Throw is failed, you must feed within the next 10 minutes or succumb to Feral Beast.

You may also willing choose to activate Feral Beast at the beginning of your turn.

Feral Beast causes the player to immediately go prone and drop whatever they are holding as your body changes shape. Your size increases by 1 (small to medium etc.) Once in Feral Beast, your movement is increased by 20ft and you may traverse any surface as if you had Spider Climb.

The player must target:

1. The creature that is the most hurt

2. The creature that hurt them most recently

3. The closest creature that is currently under the Bleed condition

If the player is unable to target said enemies, they must target the closest creature to them. (This and above targets include Allies.)

All melee attacks made while within Feral Beast do slashing damage. Additionally, all attacks are considered Reckless Attacks (Gain advantage on all melee attacks that turn and all attacks against you gain Advantage). On an attack that is a crit or beats the AC by 5, you inflict the Bleed effect. If the target is already under the Bleed effect, add 1d4 to your damage. At 5th level, add 2d4; at 10th level, add 2d6; at 15th level, add 3d8 and heal for half; at 20th level, add 5d8 and heal for half.

If the target is under the Bleed effect, you may use Vampiric Bite as a bonus action and heal for the half the damage dealt.

You cannot perform any action that requires concentration. Additionally, you cannot be Charmed, Frightened, or Mind Controlled. Any creature that attempts to mind control you takes 1d10 psychic damage. At 10th level, the creature takes 2d12 psychic damage and is stunned for one round or 6 seconds; at 20th level, the creature takes 4d10 damage and is stunned for two rounds or 12 seconds.

At the end of your turn, whilst within Feral Beast, if you dealt at least 20 damage, you may roll 2d6 and heal for the amount rolled. If you dealt more than 40 damage, roll 4d6. If you crit during the attack(s), the d6 becomes a d8.

At 5th level, the damage threshold becomes 30 and 50; at 10th level, the damage threshold becomes 40 and 60; at 15th level, the damage threshold becomes 50 and 70; at 20th level, the damage threshold becomes 60 and 80.

Whilst within Feral Beast, you are considered to be in a Rage.

Whilst within Feral Beast, if you end your turn in direct sunlight, you take 3d6 Radiant Damage. At 5th level, Radiant Damage increases to 3d8; at 10th level, Radiant Damage increases to 4d8; at 15th level, the Radiant Damage increases to 5d8; at 20th level, the Radiant Damage increases to 5d10.

To exit Feral Beast, you must either:

1. Be healed back to your full HP.

2. Heal yourself using Vampiric Bite for 20% of your maximum HP before the end of the combat.

3. Be rendered unconscious by either physical or magical means. (i.e. A big stick to the head, a sleeping draught, or a spell.)

4. Be affected by a Remove Curse spell or tincture. (Note: this does not remove the vampirism, it only removes the Feral Beast status.)

If the Feral Beast status is not removed within 10 minutes, you gain one level of exhaustion. Every subsequent hour that Feral Beast is not removed, you gain another level of exhaustion.

Feral Beast Image

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