You consume the blood of a vampire, blessing you with its unholy agility and vile fangs. How you acquired this blood is a detail best left up to your GM.
You can expend a spell slot to activate the necrograft. The more powerful the spell slot is, the more powerful the necrograft is. When you expend a spell slot, the necrograft is active for 24 hours or until you finish a long rest, whichever comes first. If you are a warlock, any spell slot that you expend to cast this spell is not regained until you finish a long rest.
The necrograft has four different power levels: Stage 1, Stage 2, Stage 3, and the most powerful, Stage 4. The benefits are cumulative, if you activate the necrograft at Stage 2, you also gain the benefits described in Stage 1. The DC of any features gained through this necrograft is your spell DC. Any spells that you cast through this necrograft require no verbal, somatic, or material components, even expensive ones.
Activating the necrograft at Stage 1 requires expending a spell slot of at least 3rd level.
Activating the necrograft at Stage 2 requires expending a spell slot of at least 5th level.
Activating the necrograft at Stage 3 requires expending a spell slot of at least 7th level.
Activating the necrograft at Stage 4 requires expending a 9th level spell slot.
At any given time, you can have up to four necrografts active. One cannot exceed Stage 1, one can be up to Stage 2, one can be up to Stage 3, and one can be up to Stage 4.
This spell was originally designed as part of the Necrografter class, which can be found on DnDBeyond. It is intended to be used with the spell Unhallowed Arts, which can also be found on DnDBeyond.
Stage 1
Your base speed increases by 10 feet when you’re not wearing heavy armor.
You grow vampire-like fangs that you can reveal and retract at will. This takes no action. You can use these fangs as one of your unarmed strikes once per turn. This attack deals piercing damage. It does an extra 1 necrotic damage and you gain temporary hit points equal to this necrotic damage as you feast on the victim’s blood or essence. Creatures that lack blood or a similar vital fluid are immune to this damage. You can feed on recently slain enemies to gain temporary hit points.
In addition, you gain the Vampiric Grace ability. When attacked or forced to make a Dexterity saving throw against an effect for half or no damage, you can use your reaction to move up to your speed. This movement does not provoke attacks of opportunity. If done in response to an attack, the attack is at disadvantage. If forced to make a Dexterity saving throw, and your movement removes you from the affected area, you have advantage on the saving throw. If the GM so decides, this could also grant advantage on saving throws against area effects like Stinking Cloud.
You may instead use Vampiric Grace to dash or disengage as a bonus action or to reroll an Acrobatics check and take the higher result. If you made the check with advantage, reroll only one of the dice. You can use this feature three times. When you finish a long rest, you regain all expended uses.
Stage 2
You can use a bonus action to give yourself the ability to climb as if you had cast Spider Climb on yourself. This ability does not require concentration. You can do this for up to 10 minutes per day in increments of 1 minute, so you could activate it once for 10 minutes, or five separate times of 2 minutes each, for example.
During your turn, if you hit a creature with a melee attack, that creature can't make opportunity attacks against you for the rest of your turn.
Your vampiric fangs now deal an additional 2 necrotic damage.
Stage 3
You gain the Bat Form ability. You can magically assume the shape of a bat. This functions as the Wild Shape ability of a druid, except that you don’t assume the bat’s hit points and hit dice; you retain your own. Additionally, your bite attack deals the additional damage of your vampiric fangs. You cannot activate the abilities of any other necrografts while in the form of a bat save the Children of the Night ability of the Vampiric Soul necrograft. Once you use this feature, you can’t use it again until you finish a short or long rest.
Your vampiric fangs now deal an additional 3 necrotic damage.
You can climb as if you had cast Spider Climb on yourself for up to 1 hour per day.
Stage 4
You gain the permanent Spider Climb ability of a vampire.
You can use Bat Form twice between rests.
Your vampiric fangs now deal an additional 4 necrotic damage.
You understand that vampires are not only graceful hunters of the night, but vicious, ever-starving predators. You gain the Vampiric Frenzy ability. With a bonus action, you can unleash your undying hunger to become a relentless combatant.
You gain the benefits of Haste, but you are not stunned once the effect ends. While affected, you also gain the following powers:
- You gain the Evasion ability of a rogue.
- You gain the benefits of Freedom of Movement.
- You cannot be charmed. Any charm effects on you immediately end.
- Finally, you also have advantage on all Strength checks, Strength saving throws, and Acrobatics checks made while affected.
Once you use this feature, you can’t use it again until you finish a long rest.
Other necrografts can be found on DnDBeyond. Here is the complete list:
Abomination Gut: You can vomit acid and belch poison.
Bonemail: You can better protect yourself and your allies.
Bone Spikes: You gain long-range attacks and can retaliate against foes.
Elemental Cadaver: You can channel fire, frost, or lightning.
Ghoul Claws: You can gouge and paralyze your foes as well as swim through the ground.
Mummified Eye: You gain a fearsome gaze, bonuses to initiative, and access to some divination spells.
Lich’s Skull: You heighten your mental defenses and gain minor spellcasting plus knowledge.
Paladin’s Tomb: You’re the opposite of a holy man, but you can fight like one.
Two Corpses in One Grave: Sharing your body with another soul, you can change your appearance and shock your opponents with a hideous metamorphosis.
Wight Heart: Your attacks deal extra damage and can weaken your enemies.
Vampiric Grace: You can move fast, crawl on walls, and drink the blood of your foes.
Vampiric Soul: You can bend the minds of others to your will and call creatures of the night to serve your bidding.
Zombie Hulk: You can increase your size and use special melee attacks.
* - (the blood of a vampire)
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