Base Class: Barbarian
Prerequisite: Dhampir Origin
A barbarian path which harnesses the unnatural abilities of a vampire, through the dhampir's inherent connection to said creatures.
Vampiric Weapons
3rd-level Path of the Vampire feature
When you enter your rage, you can transform, revealing the unnatural power within you. Until the rage ends, your body alters, giving you natural weapons, and enhancing those you already posess. These natural weapons count as simple melee weapons for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal.
You gain the following natural weapons during your rage:
Vampiric Bite. Your Vampiric Bite ability is enhanced, the bite now dealing 1d6 piercing. In addition, if you score a critical hit with your Vampiric Bite, you may empower yourself without expending a use of the feature.
Claws. Your fingers or nails stretch into sharp claws, 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 action, you can make one additional claw attack as part of the same action.
Blood-thirst
6th-level Path of the Vampire feature
As you have embraced more of the vampire's dark powers, you gain resistance to necrotic damage. Additionally, if a creature is missing half or more of its hit points, attacks you make against it score a critical hit on a 19 or 20.
In addition, when a creature within 30 ft of you takes damage from an attack, you may use your reaction to move up to half your speed towards the creature. If this movement puts you within 5 ft of the creature, you may make a single melee attack against them with advantage.
You may make this special attack a number of times equal to your proficiency bonus, and regain all expended uses on a long rest.
Creature of the Night
10th-level Path of the Vampire feature
Starting at 10th level, while raging, and you are not in running water or direct sunlight, you may use a bonus action to briefly take the form of an animal or a cloud of mist. Afterwards, you immediately return to your previous form, and may continue your turn as normal. Choose one of the following forms to take for this bonus action:
Bat. Taking the form of a bat, you may fly up to 30 ft in any direction. Afterwards, if you are still in the air, you begin to glide safely to the ground at the end of your turn.
Wolf. Taking the form of a wolf, you may move up to 40 ft in any direction.
Mist. Becoming a cloud of mist, you can fly up to 15 ft in any direction. While flying in this form, you may pass through another creature's space and may move through any passage which air can. If you end your turn in one of those spaces, you take 1d10 force damage and are shunted to the nearest open space.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
Back from the Grave
14th-level Path of the Vampire feature
Your supernatural powers reach their zenith, keeping you alive and in the fight, beyond mortal limits.
When you are forced to start making death saving throws, and you succeed on 3 rolls, you stabilize and gain 1 hit point, returning to consciousness. If you roll a 20 on a death saving throw, you instead gain a number of hit points equal to half your maximum hit points (rounded down).
You may use this feature once, and cannot do so again until you finish a long rest.
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