Barbarian
Base Class: Barbarian

Vampiric Awakening

When you take this subclass, your lineage changes as your curse manifests — you must become a Dhampir if you are not one already. The power of undeath flows through you, granting both gifts and burdens.

Vampiric Origin

d4 Origin
1 You are the descendant of a vampire lord, and the curse of undeath runs in your bloodline.
2 You were bitten by a vampire but resisted full transformation, leaving you forever changed.
3 Dark magic or a foul ritual bound a fragment of a vampire’s soul to yours.
4 A pact made by an ancestor with a vampiric entity doomed your family line to this curse.

 

Mark of the Vampire

3rd-level Vampire feature

Sunlight Weakness.

While in direct sunlight:

  • You have disadvantage on all ability checks.

  • When you enter sunlight, you take 1d8 radiant damage minus your Constitution modifier (minimum 1).

  • For each hour you remain in sunlight, you take cumulative damage:

    • 1st hour: 1d8 − Con modifier (min 1 per die)

    • 2nd hour: 2d8 − Con modifier (min 1 per die)

    • 3rd hour: 3d8 − Con modifier (min 1 per die)

    • and so on.

  • While raging in direct sunlight, you take 1d8 radiant damage minus your Constitution modifier (minimum 1) at the start of each of your turns.

  • You can avoid this damage by completely covering yourself with a cloak, hood, or heavy wrappings. While covered in this way, you automatically fail Perception checks.

Vampiric Presence.
When not in direct sunlight, you have advantage on Charisma (Persuasion) checks against creatures unaware of your vampiric nature, and advantage on Charisma (Intimidation) checks against creatures who know what you are.

Bloodlust

3rd-level Vampire feature

When you enter your rage and you're vampiric form is revealed. Until the rage ends, you manifest claws. They count 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.

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.

Vampiric Will

6th-level Half Vampire feature

Vampiric Charm.
You can expend 1 rage charge to cast charm person. You can expend 3 rage charges to cast dominate person. The saving throw DC for these spells equals 8 + your proficiency bonus + your Constitution modifier. You can cast dominate person in this way only once per long rest.

Darkness Sustains.
When you complete a short rest in darkness, you regain 1 expended rage charge. Starting at 10th level, you regain 2 expended rage charges per such rest.

Vampiric Agility

6th-level Half Vampire feature

The feral power within you increases, causing you're claws to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Also, 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.

Vampiric Influence

10th-level Half Vampire feature

When you hit a creature with your claws 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 necrotic 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.

Nightmare Visage

14th-level Half Vampire feature

The monstrous power of your vampiric blood reveals itself when you rage, striking terror into the hearts of your enemies. When you enter your rage, you can choose any number of creatures you can see within 30 feet of you. Each chosen creature must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or become frightened of you for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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.

Half Vampire (Legacy) Image

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