Base Class: Ranger
Living on the Bloodshore, which edges the troublesome, undead-filled sea known as the Leechdepth, is no small task. Yet, rangers of the Blood Drinker Conclave learn to thrive in the region, blending the abilities of the bloodjaws and the Leechdepth's appetite for blood into a vampiric lifestyle befit for surviving in the harshest scenarios.
Source: MonkeyDM - Dread Tides
Blood Drinker Spells
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Blood Drinker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Gloom Stalker Spells
| Ranger Level | Spell |
|---|---|
| 3rd | protection from evil and good |
| 5th | misty step |
| 9th | vampiric touch |
| 13th | blight |
| 17th | raise dead |
Blood Mark
At 3rd level, you can drain the blood of a creature akin to your ancient enemies. Once per turn, when you damage a favored enemy or a creature you have marked with a spell or ability such as hunter’s mark, you can regain hit points equal to 1d4 + your Wisdom modifier. If the spell or ability used to mark the creature deals damage, you can instead choose to regain hit points equal to the damage dealt by the mark + Wisdom modifier.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Vampiric Charm
Also at 3rd level, your proximity to undead and vampires has granted you an understanding of their abilities. You gain proficiency in the Persuasion skill and have advantage on saving throws against the paralyzed condition.
Mistborn Defenses
Starting at 7th level, you've learned to escape difficult situations using your shapeshifting. Whenever you fail a saving throw, you can use your reaction to turn into a cloud of mist as per the gaseous form spell, then fly up to 30 feet in any direction.The transformation lasts until the end of your next turn or until you choose to end it (no action required).
Once you use this feature, you can't do so again until you finish a short or long rest.
Sanguine Strikes
By the 11th level, your weapon strikes become infused with your vampiric essence. Once per turn, when you hit a creature with a weapon attack, you can deal an extra 2d6 necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage dealt. This reduction lasts until the target finishes a long rest. If you reduce the target to 0 hit points with this attack, you also regain hit points equal to necrotic damage dealt.
Form of Eternal Night
Beginning at the 15th level, you can take up a fully vampiric form as a bonus action. For 1 minute, you gain the following benefits:
• You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
• You have immunity to necrotic and radiant damage, and resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
• Whenever you use your Blood Mark, you also regain hit points equal to the damage dealt by the attack.
Once you use this feature, you can't use it again until you finish a long rest.
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