Base Class: Barbarian
You have been bitten by a werewolf and then blooded by a pure blood vampire. You now struggle to control your rage/Bloodlust
Wolf Shape
In your Dire wolf form you cannot speak or understand speech but you have your mind intact.
In this form you have an additional 15 feet of movement
you have advantage on smelling or hearing perception checks
you have a bite and claw attack every turn
Bite Attack - 1d8 + strength mod (Grapple DC 8+ strength mod) Dexterity saving throw
Claw Attack - 1d6 + Strength mod every level gain +1 damage
Pack Tactics
AC 10 + Strength mod
Weaknesses -
Silver, wolfsbane, and fire
Resistances -
Bludgeoning, piercing, necrotic, and poison
Scourge
You have become a scourge a fresh baby vampire you require blood every 2 hours, or you will die.
You have advantage on smelling and hearing perception checks.
Bite - 1d8 + Dex mod
Claw - 1d6 + Dex mod
Feeding - Con save DC 14 if you fail this save while feeding you will suck your prey dry and sink further into vampirism.
Your movement is increased by 20 feet.
You can feed to heal D20+ Con mod (roll feeding)
The further you delve into vampirism the more abilities you will receive and the less you will have to feed but the stronger the urges to feed will get and the less you will see your party as friend and the more you will see them as foe, if you fail 5 feeding saves in a day you will fully delve into vampirism.
Full vamp -
As a full vampire you will only have to feed once every 4 days
You must be covered when moving in the sunlight if you are not you take 1d10 radiant damage every 5 feet you move or every second you stand in sunlight uncovered.
You may feed to heal D20 + Con mod + 1 D20 every 5 levels up to 4 D20 Max (no more feeding roll)
Bite (piercing) - 1d8 + Dex mod, if the target is a humanoid 1d8 necrotic damage. Every level + 1d8 necrotic to humanoid
Claw (slashing) - 1d6 per hand + Dex. Every level + 1 Damage/Hit
You must be welcomed into a building to enter if someone is inside and it is a complete structure.
Weaknesses -
Garlic, silver, and radiant
Resistances -
Piercing, bludgeoning.
Immunity -
Necrotic
Vampire
Full vamp -
As a full vampire you will only have to feed once every 4 days
You must be covered when moving in the sunlight if you are not you take 1d10 radiant damage every 5 feet you move or every second you stand in sunlight uncovered.
You may feed to heal D20 + Con mod + 1 D20 every 5 levels up to 4 D20 Max (no more feeding roll)
Bite (piercing) - 1d8 + Dex mod, if the target is a humanoid 1d8 necrotic damage. Every level + 1d8 necrotic to humanoid
Claw (slashing) - 1d6 per hand + Dex. Every level + 1 Damage/Hit
You must be welcomed into a building to enter if someone is inside and it is a complete structure.
Weaknesses -
Garlic, silver, and radiant
Resistances -
Piercing, bludgeoning.
Immunity -
Necrotic
Form of the Beast
3rd-level Path of the Beast feature
When you enter your rage, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal.
You choose the weapon’s form each time you rage:
Bite. Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.
Claws. Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.
Tail. You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.
Bestial Soul
6th-level Path of the Beast feature
The feral power within you increases, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
You can also alter your form to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish your next short or long rest:
Climbing
You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Jumping
When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn.
Swimming
You gain a swimming speed equal to your walking speed, and you can breathe underwater.
Infectious Fury
10th-level Path of the Beast feature
When you hit a creature with your natural weapons while you are raging, the beast within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):
- The target must use its reaction to make a melee attack against another creature of your choice that you can see.
- The target takes 2d12 psychic damage.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Call the Hunt
14th-level Path of the Beast feature
The beast within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). You gain 5 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can each use the following benefit once on each of their turns: when the creature hits a target with an attack roll and deals damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
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