Base Class: Barbarian
Barbarians are primal warriors powered by rage; however, sometimes embracing the natural order isn't enough. Your tribe embraces the supernatural, worshipping vampires. Vampire guardians provide your tribe with their potent blood to unlock supernatural abilities. This blood grants you enhanced mobility and other abilities that make you more comfortable in the night. You walk a fine line between alive and undead.
Path of the Fang barbarians are driven by both rage and literal bloodlust. When raging, such barbarians unlock their vampiric side, including manifesting fangs. These abilities come at a price as vampiric abilities come with some vampiric weaknesses. While fang barbarians can walk in the sun, they do find themselves much paler than their counterparts. Due to the bloodlust and other side effects, few gain mastery over the blood, but those who do gain control over undeath, even propagating the species.
Pearly Whites
3rd-level Path of the Fang feature
Upon becoming imbued with vampire blood, you are able to manifest vampire fangs. You can use an action to make a melee weapon attack with your fangs against a creature that is grappled by you or restrained. Your fangs are natural weapons with which you are proficient. They deal necrotic damage equal to 2d6 plus your strength modifier. You regain hit points equal to the damage dealt. This feature cannot be used with extra attack.
The necrotic damage increases to 3d6 at level 6, 4d6 at level 10, and 5d6 at level 14.
Note: Instead of all damage being necrotic, you can make the first 1d6 piercing damage.
Night Vision
3rd-level Path of the Fang feature
Entering a rage further unlocks your vampiric abilities. While raging, you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Nightwalker
6th-level Path of the Fang feature
You become increasingly comfortable with the darkness and shy away from the daylight. You can use an action to become invisible when you are in an area of dim light or darkness. This lasts until you take an action or a reaction. You can use this feature twice and regain all expended uses on a short or long rest.
You also gain vulnerability to radiant damage when raging. While the sun does not set you ablaze, your skin noticeably pales and burns more easily.
Supernatural Fortitude
10th-level Path of the Fang feature
Your constant consumption of vampire blood has granted you the ability to overcome all obstacles. As a bonus action, you can add your proficiency bonus to all saving throws you make until the end of your next turn. You can use this feature a number of times equal to your Wisdom modifier. You regain all expended uses on a long rest.
Master of Undeath
10th-level Path of the Fang feature
Your fangs become more powerful, granting you the ability to pass along the vampiric curse. A creature killed by your bite attack, immediately rises as a zombie under your control. If the creature survives for 72 hours, roll 1d20. On 18 or higher, the zombie becomes a vampire under the control of the dungeon master. The creature may or may not be hostile towards you based on how you treated them prior to their death and while they were a zombie. On a 17 or lower, the creature turns to dust. You can have no more than three zombies from this feature under your control at any time. If you would spawn another zombie when you already have three under your control, one zombie of the dungeon master's choice immediately becomes hostile towards you.
Shared Energy
14th-level Path of the Fang feature
You gain even greater control over the forces of life and death. You can cast cure wounds at level 7, even while raging. You take necrotic damage equal to half the amount of hit points recovered, rounded up. You can use this ability once and regain the ability to do so on a long rest.
Note: If you have the Xanathar's Guide to Everything source book, I recommend replacing this feature with the ability to cast the Life Transference spell once per long rest.
Spider Climb
14th-level Path of the Fang feature
You are able to magically adhere your feet to all surfaces. While raging, you can move along vertical surfaces and across liquids on your turn without falling during your move.
Unwelcome Guest
14th-level Path of the Fang feature
Starting at 14th level, you gain an additional vampire weakness. You cannot enter a residence without an invitation from one of the occupants. Businesses, communal shelters, and abandoned buildings do not count as residences. An occupant is anyone who lives in the residence or an individual who was invited in by the owners or those who live within it.
Previous Versions
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5/1/2023 4:20:29 AM
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Alpha
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Coming Soon
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