Level
2nd
Casting Time
1 Bonus Action
Range/Area
Self
Components
V, S
Duration
Concentration
1 Hour
School
Transmutation
Attack/Save
None
Damage/Effect
You channel ancient vampiric traits through your body, temporarily transforming one part of yourself. When you cast this spell, choose one of the following adaptations. You can change your chosen adaptation as a bonus action on subsequent turns while the spell lasts.
Fanged Maw
Your teeth elongate into sharp vampire fangs.
- Your unarmed strikes deal 1d6 piercing damage.
- Once per turn when you deal damage with your bite, you regain hit points equal to your proficiency bonus.
- You have advantage on Charisma (Intimidation) checks against creatures that can see your fangs.
Predatory Claws
Your fingers become wicked claws.
- Your unarmed strikes deal 1d6 slashing damage.
- You gain a climbing speed equal to your walking speed.
- You have advantage on Strength (Athletics) checks made to climb.
Nightstalker's Eyes
Your eyes become pale and predatory.
- You gain darkvision out to 120 feet.
- Magical darkness doesn't impede your vision within 30 feet.
- You gain advantage on Wisdom (Perception) checks that rely on sight.
Hunter's Ears
Your ears sharpen and become bat-like.
- You gain advantage on Wisdom (Perception) checks that rely on hearing.
- You cannot be surprised while conscious.
- You can pinpoint the location of invisible creatures within 10 feet of you if they are not hidden.
Mist-Touched Legs
Your legs become unnaturally agile.
- Your walking speed increases by 10 feet.
- You can jump three times the normal distance.
- Opportunity attacks against you are made with disadvantage.
At Higher Levels
When you cast this spell using a spell slot of 4th level or higher, you may maintain two adaptations at once. If cast using a spell slot of 6th level or higher, you may maintain three adaptations at once.
Comments