Base Class: Monk
As a way of the Vampiric monk, you have imbued your body with the inhuman abilities and weaknesses of a vampire. Whether you were bitten by a vampire or killed one, you take its blood, the power that is granted to you by your now vampiric blood is worth the risk in order to reap the rewards.
Inhuman nature
You do not require food to survive, only blood, you also gain vulnerability to silver weapons
Superior Darkvision
You gain dark vision up to 120 feet
Bloodlust
If you do not consume the blood of another creature within the span of 2 days, you begin to lose hit points every hours starting at 1d4 and increasing to 1d6, 1d8, 1d10 and 1d12, these effects end when you consume any amount of blood. Additionally, after awakening on the second day without blood, you must make a constitution saving throw or immediately use the vampiric bite ability, targeting the closest creature to you, friend or foe.
Sunlight Sensitivity
At the beginning of every turn, or every 6 seconds, whenever your skin is exposed to direct sunlight, you take 1 radiant damage
Vampiric Slumber
You do not have to sleep, instead you must lay in a semi conscious state for 4 hours to gain the benefits of a long rest
Additional Spells
Starting when you choose this tradition at 3rd level, you can expect 2 ki points to cast vampiric touch, pass without trace or darkness
Vampiric Bite
At 3rd level, as an action, you can expend one ki point bite an enemy and consume their blood, dealing piercing damage equal to the damage of your unarmed strike, this heals you the same amount of damage you deal to the enemy and can only be used once per turn.
Bat Form
At 6th level, you are able to use an action to turn into a bat, retaining all of your current hit points, a number of times equal to your proficiency bonus per day, however if you are reduced to 0 hit points, you immediately revert back to your normal form. Additionally, while in bat form, you can use a bonus action to revert back to your humanoid form, and after doing so, at the end of that turn, you can choose to revert back to bat form without expending an additional charge of your bat transformation. This allows you to use an action and or object interact before reverting back to your bat form.
Vampiric Step
At 11th level, as a bonus action, when in an area of dim light or darkness, you can summon a swarm of bats that obscure you, this gives your enemies disadvantage on attacks against you until the end of your next turn. Additionally, you may use an action to activating this feature granting you all the previous benefits, and allowing you to teleport up to 60 feet to another area of dim light or darkness as long as you teleport 5 feet from a creature, you then immediately use your vampiric bite targeting that creature without expending a ki point.
Beyond the Grave
At 17th level, as a reaction, or when reduced to 0 hit points, you can activate the bat form feature and upon doing so, if at 0 hit points, you gain 1 hit point.







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