You invoke the dark power flowing in your corrupted veins, allowing your buried vampiric nature to rise and burn like a curse-fed fire. Until the spell ends, your body surges with preternatural might—too much for a mortal form to contain without cost.
While Bloodkindle Ascension is active, you gain the following benefits:
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Predator's Agility: Your movement speed increases by 20 feet, and you can move across vertical surfaces and ceilings without falling during your turn (no action required).
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Crimson Fangs: Once per turn when you hit with a melee weapon or unarmed strike, you deal an additional 2d6 necrotic damage, and regain hit points equal to half the necrotic damage dealt (no more than 10 hp per round).
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Blood-Tinted Vision: You gain true darkvision out to 120 feet, seeing in magical and mundane darkness as if it were dim light.
- Bloodkindle Magic: You can sacrifice 10 hit points to either gain advantage on a ranged spell attack, or can impose disadvantage on a saving throw against a spell cast on a target.
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Fear Pulse (once): As a bonus action during the duration, you may emit a pulse of vampiric dread. Creatures of your choice within 10 feet must make a Wisdom saving throw or be frightened of you until the end of their next turn.
Price of Power:
When the spell ends, you must roll 1d4 and suffer the corresponding cost:
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Blood Burn – You take 2d10 fire damage as your overheated blood boils inside your veins.
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Mental Fracture – You have disadvantage on Intelligence, Wisdom, and Charisma checks for 1 hour.
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Feral Urge – Until your next long rest, you must succeed on a DC 13 Wisdom saving throw to avoid attacking a creature that deals damage to you (once per round).
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No Cost – The power settles cleanly this time… but you feel something watching. The DM may choose to foreshadow a long-term consequence.
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