Undead Nature. You count as an undead in addition to your other backgrounds, and gain resistance to necrotic damage, +2 Strength, +2 Charisma. You Also gain Darkvision 60.
Blood Drain You sink your teeth into your foe and gorge yourself on their blood, taking sustenance from it and restoring your vitality.
Standard Action (Special) Melee touch
Target: One living creature of your size or larger
Special: You can use this power as a minor action if you have already grabbed a creature. Doing so requires no attack roll.
Requirement: You must have combat advantage against the target.
Attack: Strength + 2 vs. Fortitude
Hit: 1d12 + Charisma modifier damage, target is weakened (save ends) and you can spend a healing surge.
Increase to +4 bonus and 2d12 + Charisma modifier damage at 11th level, and to +6 bonus and 3d12 + Charisma modifier at 21st level.
Blood Drinker. While you are not in direct sunlight, in running water, or pierced with a weapon to the heart, you may drink blood to heal yourself. If you have 8 ounces of fresh blood, or blood taken from a creature within the past 48 hours, you may heal 2d4+2 as an action up to 3 times per long rest.
Denied the Sun. You are vulnerable to Radiant Damage, If you are caught in Direct Sunlight you take 20 Damage Per round, Damage incurred from the Sun cannot be healed until you consume blood again.
Stained Soul. You have vulnerability to silvered weapons, If you enter Sanctified grounds you Suffer the Effects of being Poisoned.
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