Undead Strengths.
- You are an Undead in place of your race’s normal creature type.
- You no longer age, and are immune to disease.
- You can see normally in darkness up to 120 ft.
- You do not require air. You do not need to eat or drink, but you need to recover at least two blood points by consuming blood every 7 days or make a DC 8+half your vampire level (rounded down) Constitution saving throw, attacking the nearest creature that contains blood on a failed save.
- You count as one creature size larger for calculating the maximum weight you can push, pull, lift, and carry.
- You are immune to effects that would turn or control undead creatures.
While you are not wearing armor, your AC is equal to 10 + your Constitution modifier + your Dexterity modifier. - You are proficient in your unarmed strikes, which count as Light Finesse weapons, and which deal 1d6 bludgeoning or slashing (your choice) damage instead of the 1 bludgeoning. You may replace one of your attacks each turn with a Bite attack, which counts as an unarmed strike but deals 1d8 piercing damage.
- When you start your turn with half your hit points or less (but at least 1), you regenerate a number of hit points equal to half your vampire level (rounded down).
Undead Vulnerabilities.
- Since you are Undead, spells and effects that treat undead differently to other humanoids, such as the Cure Wounds spell, no longer have any effect on you.
- You have disadvantage on all ability checks, attack rolls, and saving throws while you are standing in direct sunlight, or running water (such as a river or heavy rain).
- If you spend more than an hour in direct sunlight or running water (such as a river or heavy rain), you begin to take radiant damage equal to your vampire level at the start of each of your turns while you remain in the sunlight or water.
- If you take radiant damage, the hit point regeneration benefit of your Undead Strengths feature is disabled until the end of your next turn.
Blood Points. You have 5 maximum blood points. When Vladilena finish a long rest, her blood points are lost.
When Lena hits a creature (that contains blood) with a Bite attack, she regains blood points equal to her proficiency bonus. Lena may never regain more blood points than her maximum.
You cannot use a hemocraft power if it costs more blood points than you currently have.
Hemocraft Power: Autophagy. You can use your blood to repair yourself at shocking speeds. As a bonus action, you may spend any of your remaining blood points. You regain hit points equal to (1d4 + your Constitution modifier) per blood point expended.
Hemocraft Power: Creeping Shadows. You can bend the shadows to your will. You may cast Entangle by spending one blood point. Casting the spell in this way does not expend a spell slot, and you conjure clawing shadowy hands and tendrils rather than plants.
Hemocraft Power: Shadow Mist. You lay down a supernatural shadow mine to erupt from the ground. As a bonus action, you can spend any of your remaining blood points and target a 5 ft cube area within 10 ft of you. Any creature within that area must succeed a Dexterity saving throw or take damage equal to your charisma modifier, plus an additional 1d4 hit points per blood point expended on a failed save. At 5th level, you deal 1d6 per blood point expended instead.
Vampiric Charm. You learn to corrupt the blood within other humanoids, bending their minds to your will. You attempt to charm a creature you can see within 30 feet. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you for 1 hour or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the feature ends, the creature knows it was charmed by you. Furthermore, while the target is charmed by you, you can try to persuade the creature to be bitten by you without ending the feature’s effects. You may only use this feature up to your proficiency modifier per rest.
Crimson Contract. As a bonus action you can exchange a number of d10 hit points for 1 blood point each. You may use this feature up to your vampire level per short or long rests.
Hemocraft Power: Leeching Strike. The touch of your blood-wreathed hand can siphon force from others to heal your wounds. By spending 4 blood points, you can now as an action on each of your turns (including this one); make a melee spell attack against a creature within 5ft. of you. On a hit, the target takes 3d6 plus your Charisma modifier (necrotic damage), and you regain hit points equal to half the amount of necrotic damage dealt. This feature lasts for one minute, or ends early when you are unconscious, incapacitated, dead, or dispelled by you as a free action. Furthermore, when you reduce a creature’s hp to 0 by using this feature; you have a 50% chance of regaining 2 blood points. At 11th level, the damage die increases to 3d10.
Hemocraft Power: Blood Spear. As an action, you may spend 1 blood point to unleash a bloody lance of dark power made from your blood at a creature that you can see within 90 ft. Make a ranged spell attack. On a hit the target must make a Constitution saving throw. On a failed save, the target takes 4d6 plus your Charisma modifier necrotic damage and you regain 1 blood point. On a successful save, the creature takes half as much damage and you regain no blood points. While considered a ranged attack, Blood Spear does not suffer from disadvantage on targets within 5ft., half-covered, or prone targets. You may use this feature up to a number of times equal to your proficiency modifier. At 7th level, you may use more than one blood point to deal 1d6 extra damage for every blood point spent after the one used to cast this feature.
Hemocraft Power: Overwhelming Will. You may spend two blood points to cast Suggestion without requiring a spell slot or material components.
Spider Climb. You gain a climbing speed equal to your walking speed and may walk along vertical or upside-down surfaces while keeping your hands free.
Magical Countermeasure. By spending 2 blood points, you can cast either Counterspell or Dispel Magic at its lowest level up to 3 times per long rest. At 9th level, you can cast it at 5th level instead.
Quickened Spell. You can use the blood of your enemies to empower your spellcasting. When you cast a spell that has a casting time of 1 action, you can spend 2 blood points to change the casting time to 1 bonus action for this casting.
Hungering Magic. Your magic begins to feed on its own: once per turn when you cast a damaging cantrip, you may force a single target that was hit by said cantrip to make a constitution saving throw against your hemocraft save DC, dealing extra 2d4 necrotic damage on a failed save. Furthermore, if the target fails, you gain a 5% chance to regain 1 blood point.
Sanguine Smite. When you hit a creature with a melee weapon attack, you may expend up to five blood points to cause the attack to deal additional necrotic damage equal to 1d8 per blood point spent, up to a maximum of 5d8.
Pact Magic. Lena is a 7th level spell caster, her spellcasting ability is Charisma. (spell save DC 16, +8 to hit with spell attacks). Lena regains all her spell slots after a short rest.
Cantrips (at will): eldritch blast, minor illusion, prestidigitation
4th level (2 slots): Darkness, Phantasmal force, counterspell, Fireball, spirit shroud, shadow of moil, spirit of death, Greater Invisibility, Banishment, dimension door, sickening radiance
Multi Attack. Lena can make two attacks in a row.
Rapier. Melee Weapon Attack: + 9 to hit, reach 5ft., one target. hit: (1d8 + 5) Piercing damage.
Unarmed Strike. Melee Weapon Attack: + 9 to hit, reach 5ft., one target. Hit: (2d6 + 5) bludgeoning or slashing damage.
Bite. Melee weapon attack: +9 to hit, reach 5ft., one target. Hit: (1d12 + 5) piercing damage.
Hypercarry. By spending 3 blood points; you force your blood to run through your veins faster. For 1 minute: you are under the effects of the Haste spell, still suffering its drawbacks at the end of the duration. You can't do so again until you finish a short rest.
Fleet-Footed. may take the Dash and Disengage actions.
Blood Barrier. When you are targeted with an attack roll by a creature you can see, you may use your reaction to expend two blood points and increase your AC by 5 until the start of your next turn, including against the triggering attack. If this causes the triggering attack to miss, the attacker takes necrotic damage equal to your Charisma modifier.
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