Bard
Base Class: Bard

Using your cunning and power of the mind, feel the power of the vampire (a more modern understanding of the creature)

Vampirism

Upon choosing this subclass at level 3 you gain the following benefits and draw backs

Bite

As a bonus action to a willing, paralyzed, charmed, incapacitated, restrained, or grappled creature 5 feet Charisma + Proficiency bonus to hit, 1d4 pricing + (Your Charisma Modifier) necrotic damage, you regain Hit Points equal to the amount of necrotic damage dealt

Blood feeding

  • You know longer need to eat but you must feed on blood every day, this is done by performing you bite ability on at least one creature. every 24 hours you go with out feeding results in you gaining a level of exhaustion. levels of exhaustion gained this way cannot be removed by long resting 

Eyes of night

you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. To a maximum of 120ft. seeing dim light as bright light and darkness as dim light. You cannot discern colour in darkness, only shades of red. 

Keen senses

You have advantage on perception (wisdom) checks that rely on hearing and smell as well as perception (wisdom) checks that rely on sight while in dim light or darkness  

Sunlight hypersensitive

While in direct sunlight you have disadvantage on perception checks and attack roles as well as all skill roles and saving throws using Strength, Dexterity and Constitution furthermore you take 1d4 radiant damage for every minute spent in direct sunlight

Timeless

You no longer age and cannot be aged magically furthermore you no longer require sleep but can spend 8 hours performing light activities (such as keeping watch or reading) to gain the results of a long rest 

Vampiric Charm

You gain experience in the persuasion skill if you already have experience in this skill you gain proficiency in any other Charisma based skill  

Vampiric Regeneration

Starting at 6th level you can expend a use of your Bardic Inspiration to heal any creature (including yourself) with in 10ft of you a number of hit points equal to the number rolled on the dice plus your Charisma modifier  

Cursed Venom

Also at 6th level you can choose to have your bite attack deal an additional 1d4 necrotic damage this increase to 2d4 at level 10 and 3d4 at level 14 when you deal this additional damage to a creature and do not kill them out right they must make a constitution saving throw against your spell DC on a success nothing happens on a fail the creature is turned in to a vampire spawn in 1d4 hours the spawn is not loyal to you but you have advantage on all skill checks and attack rolls directed towards the new spawn, the spawn has disadvantage on all saving throws against your abilities and spells  

Vampire Talent

Once you reach level 14 you can gain one of four talents each coming with their own features: 

Soul Hunter

  • As a bonus action you can mark a creature within 30ft of you as your pray for 1 minute, you gain the following benefits from your pray 
  • When dealing damage from a weapon or spell you deal an addition 1d8 damage of the same type 
  • You have advantage on any wisdom (perception), or wisdom (survival) checks in order to track your pray 

You can use this feature a number of times equal to your charisma modifier regaining all uses after a long rest 

 

  • You can cast the locate creature spell a number of times without Verbal, somatic, or material components equal to your charisma modifier regaining all uses after a long rest when you cast the spell this way you can locate a creature no matter how far they are from use if they remain on the same plain 

Emotion Weaver

  • As an action you can force a creature you can see within 30ft of you to make a wisdom saving throw against your spell save DC on a failed save the creature is either frighted or charmed you choose by you for 1 minute the creature can remake the save at the end of each of it is turns on a success the creature is unaffected you can use this feature a number of times equal to your charisma modifier  
  • While frighted you have advantage on intimidation checks against the creature as well you can choose the level the creature is afraid from full on terror to being made uneasy  
  • When the creature is no longer considered charmed, they remain unaware they were under your affect, they can make a insight or investigate check against your spell DC on a fail they remain unaware of the charm on a success they become aware you charmed them  

 

  • You can cast the Calm emotion spell without verbal, somatic or material components a number of times equal to your Charisma modifier regaining all uses after a long rest when you cast the spell this way creatures can choose to willingly fail the saving throw, creatures who are active hostel towards you have disadvantage on the saving throw. Creatures become aware the spell is coming from you weather, they fail or succeed on the saving throw 

Future Seer

When you finish a long rest, roll 1d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with the foretold roll. You can choose to do so after the roll but before knowing the outcome. the foretold roll can be used only once. When you finish a long rest, you lose the roll if unused.

 

You can cast the Augury spell with out verbal, somatic or material components a number of times equal to your Charisma Modifier regaining all uses after a long rest when you cast the spell in this way you may choose a creature you know and see in to their specific future

mind reader

  • As an action you can force a creature you can see within 30ft of you to make a wisdom saving throw against your spell save DC on a failed save the creature is either frighted or charmed you choose by you for 1 minute the creature can remake the save at the end of each of it is turns on a success the creature is unaffected you can use this feature a number of times equal to your charisma modifier  
  • While frighted you have advantage on intimidation checks against the creature as well you can choose the level the creature is afraid from full on terror to being made uneasy  
  • When the creature is no longer considered charmed, they remain unaware they were under your affect, they can make a insight or investigate check against your spell DC on a fail they remain unaware of the charm on a success they become aware you charmed them  

 

  • You can cast the Calm emotion spell without verbal, somatic or material components a number of times equal to your Charisma modifier regaining all uses after a long rest when you cast the spell this way creatures can choose to willingly fail the saving throw, creatures who are active hostel towards you have disadvantage on the saving throw. Creatures become aware the spell is coming from you weather, they fail or succeed on the saving throw 

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