Barbarian
Base Class: Barbarian

Barbarians who follow the path of the blood drinker siphon the blood of their prey, using it to induce a bloodthirsty rage in themselves and to replicate the abilities of vampires.

Child of the Night

Starting when you choose this path at 3rd level, you take on some of the traits of a vampire. You have resistance to necrotic damage and you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

Vampiric Gifts

At 3rd level, you can use the siphoned blood of other creatures to empower yourself. This power is represented by your blood dice, which are each a d6. You can have a maximum number of these dice equal to your proficiency bonus, and they fuel various vampiric gifts you have, which are detailed below.

Bloodlust. When you enter your rage, or as a bonus action while you are raging, you can expend one blood die to enter a bloodlust. While you are bloodlusting, when you hit a creature with a melee weapon attack, the creature takes an extra 1d6 necrotic damage. You can deal this extra damage only once per turn.

If you start your turn in a bloodlust your rage does not end if you haven’t attacked a hostile creature since your last turn or taken damage since then.

Regenerate. As a bonus action, you can expend any number of blood dice to regain hit points. For each blood die expended this way, roll the die and regain a number of hit points equal to the result.

Vampiric Swarm. As a bonus action, you can expend one blood die to transform into a swarm of bats and can move up to your movement speed. When you transform, your equipment melds into your new form. You revert to your true form after 1 minute, if you fall unconscious, or if you use your bonus action to do so.

While in this form, your game statistics are replaced by the stat block of a swarm of bats, except you keep your current hit points and hit point maximum.

Blood Siphon

At 3rd level, instead of making an attack, you can siphon the blood from a creature within 30 feet of you whose Hit Point total is less than their Hit Point maximum. The target takes 1d6 necrotic damage and you gain one Blood die. A creature that does not have blood cannot be affected by this ability.

Gruesome Execution

At 6th level, when you deal damage that drops a creature to 0 hit points you can execute it in a gruesome manner, gaining one blood die. Each creature of your choice within 15 feet that can see you must make a Wisdom saving throw. The DC for this saving throw equals 8 + your proficiency bonus + your Strength modifier. On a failure, the creature is frightened of you for 1 minute. The creature can repeat the saving throw at the start of each of its turns, ending the effect on a successful save.

Sustained by Blood

At 10th level, you can expend one blood die to fulfill your food and water needs for the next 24 hours.

Lord of the Night

At 14th level, you slip even further into the likeness of a vampire. You gain the following benefits:

  • You no longer age.
  • you no longer need to breathe or sleep and magic can’t put you to sleep. You can finish a long rest in 4 hours spent doing light activity.
  • You regain 1d6 hit points at the start of your turn while you are raging.

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