Fighter
Base Class: Fighter

Restriction: Dhampirs only.

Vampiric Curses

As you bring our your vampiric nature you become subject to some of the curses that plague vampire kind. You gain different curses as you level.

Forbiddance. At 5th level, you gain the Forbiddance curse. You can't enter a residence without an invitation from one of the occupants.

Undeath. At 10th level, you have delved deep enough into your vampiric blood that you are considered undead instead of humanoid.

Sunlight Sensitivity. At 15th level, the sunlight is abhorrent to you. You have disadvantage on any attack rolls, saving throws, or ability checks when any part of your skin is in direct sunlight.

 

Vampiric Sorcery

At 3rd level, you learn to tap into your vampiric lineage to command the simplest magic. You know the mage hand and prestidigitation cantrips. Your spellcasting ability for later improvements to your vampiric sorcery is Constitution.

Bloodline Gifts

At 3rd level, you have learned to bring out certain aspects of your vampiric abilities as seen below:

  • Your walking speed is increased by 5ft.
  • You can form your finger nails into claws which are treated as simple melee weapons you have proficiency with. Your claws deal 1d8+STR slashing damage on a hit. This increases to 1d10 at 10th level and 1d12 at 18th level.
  • When you empower yourself with your bite attack, the creature takes an additional 1d6 necrotic damage which you can add to the empowered effects of your bite. This increases to 2d6 at level 10 and 3d6 at level 18.
  • If a creature with a melee weapon attack as part of your attack action, you can use your bonus action to make a bite attack against that creature.
  • You have resistance to necrotic damage.

Vampiric Sorcery Improvement

At 7th level, you have unveiled deeper parts of your vampiric magic granting you the charm person, comprehend languages, and fog cloud spells. You can cast each of these spells once per long rest.

Additionally, your bite and claw attacks count as magical for the sake of overcoming resistances.

Staunch Physique

At 7th level, your body continues to gain power from your vampiric blood. Your movement speed is increased by another 10ft, your claw attack deals 1d10 slashing damage, and when you empower your bite attack you deal an additional 2d6 necrotic damage instead of 1d6. 

Additionally, if you roll initiative and you have no uses of your bite empowerment or you score a critical hit on an empowered bite, you regain one use of your bite empowerment.

Vampiric Sorcery Improvement

Starting at 10th level, your innate magical ability is beginning to blossom. You learn the detect thoughts and gust of wind spells, each of which you can cast once per long rest. Additionally, when you are in dim light or darkness you can use your bonus action to teleport up to 60ft to an unoccupied space that you can see.

Vampiric Sorcery Improvement

At15th level, you have learned to manipulate your body. You learn the haste and nondetection spells, each of which you can cast once per long rest.

Additionally, you can use your action to change into a bat or wolf. You can stay in this form for a number of hours equal to your Constitution modifier When you are in this form all of your game statistics are replaced by those of the animal except for your mental stats and your bite attack. When you lose all of your hit points in this form you revert back to your original form. You can use this feature a number of times equal to your Constitution modifier.

Your walking speed is increased by an additional 5ft.

Vampiric Pinnacle

At 18th level, your vampiric sorcery has reached its peak. You learn the greater invisibility and dominate person (at 8th level) spells. Additionally, when your empowered bite attack scores a critical hit, the necrotic damage dice increase to d10s and you roll 3 additional damage dice.

You regain all your uses of your bite empowerment on a short or long rest.

Additionally, your walking speed is increased by another 5ft.

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