Fey Ancestry. Vlarn has advantage on saving throws against being charmed, and magic can’t put it to sleep.
Blood Aegis. The AC of Vlarn includes his Constitution modifier while he isn’t wearing armor or wielding a shield.
Magic Resistance. Vlarn has advantage on saving throws against spells and other magical effects.
Burden of Blood. Beasts and Humanoids have disadvantage on constitution saving throws while within 10 feet of Vlarn.
Twin Power. When Vlarn is with in 60 feet of Ktara, half of any damage she takes (rounded up) and the other half is transferred to Vlarn.
Multiattack. Vlarn makes two Blood Scimitar attacks. Vlarn can cast one of his cantrips in place of one of those attacks.
Blood Scimitar. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 18 (4d6 + 6) slashing damage plus 12 (2d12) necrotic damage and must make a DC 16 constitution saving throw. On a fail, Vlarn regains hit points equal to the total necrotic damage. At the start of the targets next turn, the target takes half the necrotic damage due to blood loss. Hit or Miss: Blood Scimitar magically returns to Vlarn's hand immediately after a ranged attack.
Spellcasting. Vlarn casts one of the following spells, requiring no material components and using constitution as the spellcasting ability (spell save DC 18, +10 to hit with spell attacks):
At will: booming blade, green-flame blade, chill touch
1/day each: bestow curse, finger of death, gaseous form, seeming, vampiric touch
Wave of Weariness (Recharge 4–6). Vlarn emits weariness in a 60-foot cube. Each creature in that area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 45 (10d8) psychic damage and suffers 1 level of exhaustion. On a successful save, it takes half as much damage and doesn’t gain a level of exhaustion.
Blood Fathers Blessing (4/day). As a bonus action, Vlarn can magically teleport up to 30 feet to an unoccupied space he can see. Vlarn also gains resistance to all damage when he teleports using this trait. The resistance lasts until the start of Vlarn's next turn.
Blood Song (4/day). Vlarn can use a bonus action to start the Blood Song, which lasts for 1 minute. It ends early if Vlarn is incapacitated, if he dons medium or heavy armor or a shield, or if he uses two hands to make an attack with a weapon. Vlarn can also dismiss the Blood song at any time (no action required).
While Vlarn's Blood Song is active, he gains the following benefits:
- Vlarn gains a bonus to his AC equal to his Intelligence modifier (minimum of +1).
- Vlarn's walking speed increases by 10 feet.
- Vlarn has advantage on Dexterity (Acrobatics) checks.
- Vlarn gains a bonus to any Constitution saving throw he makes to maintain your concentration on a spell. The bonus equals his Intelligence modifier (minimum of +1).
Blood Rebuke. When a creature hits Vlarn with a melee weapon attack, the creature must make a DC 16 dexterity saving throw or take 16 (4d8) necrotic damage. Vlarn regains hit points equal to the necrotic damage dealt.
Song of Blood. When Vlarn takes damage, he can use his reaction to expend one or more hit die and reduce that damage to him by an amount equal to five times the hit die used.
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