Base Class: Monk
Warriors of the Inner Beast draw strength from the cursed vampiric blood flowing through their living bodies. Among the monks of this path are those who are descended from an unholy union of vampire and mortal, have survived an attack by a vampiric creature, or have even voluntarily made a pact with a creature of the night.
These half-bloods utilize the heightened senses and bloodthirsty ferocity of a nocturnal predator, as well as the vampiric ability to enthrall those around them. Unlike many other monastic traditions, they use their training and meditation not to unlock their inner potential, but rather to restrain the blind thirst for blood within their very nature, gradually and carefully unleashing more and more ominous vampiric abilities, while striving to keep their mortality and maintain self-control.
Level 3: Beast’s Nature
When making an Unarmed Strike, you can use your sharpened teeth or claws, changing the damage type to Piercing or Slashing at your choice.
Heightened senses and unnatural vampiric charm grant you Darkvision up to 120 feet, as well as proficiency in two Wisdom or Charisma skills of your choice. You can replace one of the chosen skills with another from the same list whenever you gain a Monk level.
Animal Handling
You gain proficiency in Animal Handling.
Deception
You gain proficiency in Deception.
Insight
You gain proficiency in Insight.
Intimidation
You gain proficiency in Intimidation.
Medicine
You gain proficiency in Medicine.
Perception
You gain proficiency in Perception.
Performance
You gain proficiency in Performance.
Persuasion
You gain performance in Persuasion.
Survival
You gain proficiency in Survival.
Level 3: Hunger and Satiation
Hunger. You enter the state of vampiric Hunger daily at dusk. While in this state, you gain the following benefits:
- If you miss a creature with an unarmed strike, you can still deal damage to it equal to the ability modifier used for the attack roll. This damage can only be increased by increasing the corresponding ability score.
- When you make an Athletics, Perception, Survival, or Intimidation check, you can expend 1 Focus point to add your Martial Arts die to the roll. You must choose to do so before the roll.
- You can use Vampiric Bite (see below).
Satiation. Upon successfully using Vampiric Bite against a valid target, you enter the state of Satiation. While in this state, you gain the following benefits:
- When a creature misses you with a melee attack, you can use your Reaction to make an Unarmed Strike against it.
- When you make a Stealth, Insight, Persuasion, or Deception check, you can expend 1 Focus point to add your Martial Arts die to the roll. You must choose to do so before the roll.
- You can use Vampiric Charm (see below).
At any given time, you can either be in the state of Hunger or the state of Satiation. When you transition to one state, you lose the benefits of the other.
If you have not entered the state of Satiation at least once in the last 24 hours, you gain 1 level of exhaustion.
Vampiric Bite (only in Hunger state). As an action, you can expend 1 Focus point to make a special unarmed attack against a creature. The creature must be Small or larger, have blood, and not be undead or immune to piercing damage. On a successful hit, the target takes necrotic damage equal to two rolls of your Martial Arts die + the ability modifier used for the attack roll. You regain Hit Points equal to the necrotic damage dealt, and the target becomes Poisoned until the end of its next turn. If the Bite dealt damage to the target, you enter the state of Satiation. This attack cannot deal non-lethal damage.
If you have no unexpended Focus points remaining, you can still use Vampiric Bite, but it deals half as much damage, you regain Hit Points equal to only half the necrotic damage dealt, and the target doesn’t become Poisoned.
Vampiric Charm (only in Satiation state). As an action, you can expend 1 Focus point to cast the Suggestion spell. This version of the spell does not require a spell slot or material components. If the target fails the saving throw against the spell, you enter the state of Hunger after your concentration on it ends.
Collect Blood. As an action, you can collect the blood of a creature that died no more than 1 hour ago, or a creature grappled by you (target must satisfy the requirements for Vampiric Bite). A grappled target can make a free Strength (Athletics) or Dexterity (Acrobatics) check against your grapple DC (no action required). On a success, the creature escapes the grapple and the blood collection fails. On a failure, the creature takes necrotic damage equal to one roll of your Martial Arts die, and you collect its blood in a vessel of your choice.
While in state of Hunger, you can use an Action to drink blood collected no more than 24 hours ago to regain Hit Points equal to one roll of your Martial Arts die, after which you enter the state of Satiation.
Level 6: Charm and Terror
When you are in a state of Hunger, you gain immunity to the Frightened condition, and you can expend 1 Focus point when you hit a creature with a melee attack to instill primal fear in it. The target must make a Wisdom saving throw; on a failure it becomes Frightened of you. A Frightened target can repeat the saving throw at the end of its turn, ending the condition upon success.
When you are in a state of Satiation, you gain immunity to the Charmed condition, and you can cast the Charm Person spell by expending 2 Focus points.
Level 11: Blood’s Calling
You take a step closer to undeath, gaining the following traits:
- Abilities that reveal your creature type identify you as Undead. You are also considered a valid target for spells or effects that affect Undead.
- You have Advantage on saving throws against abilities that affect Undead.
- You have Advantage on saving throws against abilities that affect only Humanoids.
- You gain Climb Speed equal to your Walking Speed. You also gain Spider Climb and can move along vertical surfaces and ceilings while leaving your hands free.
Empowered Vampiric Bite. When you successfully use Vampiric Bite against a valid target for the first time after entering the state of Hunger, you gain Heroic Inspiration. Additionally, the Poisoned condition from the Bite persists until the target succeeds on a Constitution saving throw at the end of their turn.
Empowered Vampiric Charm. When you use Vampiric Charm and maintain concentration on the Suggestion spell for the full 8-hour duration, the concentration ends and the spell's effect on the target becomes permanent: the target must continue to follow the given course of action until the Charmed condition is removed, also after that the spell no longer ends when you or your companions deal damage to the target.
Level 17: Night’s Embrace
The Beast possesses your body and soul, leaving no way back, but further unlocking your vampiric potential.
You gain resistance to Necrotic damage. Additionally, unless you are a willing target, you cannot be affected by spells or abilities that only affect humanoids.
When you successfully use Vampiric Bite against a valid target that is Grappled by you, you can concentrate on the Bite while the target is alive and remains grappled by you, as if concentrating on a spell. While you maintain concentration you remain attached to the target and can’t speak, the target automatically fails its saving throw against the Poisoned condition at the end of its turn, and you can, as an action, deal Vampiric Bite’s damage to the target without requiring an attack roll, and regain Hit Points equal to the damage dealt. You only enter the state of Satiation after you stop concentrating on the bite.
When you kill a humanoid creature using Vampiric Bite, you can expend a number of Focus points equal to twice the target's Challenge Rating (if the target has no CR, use its level, or its total number of hit dice). If you do not have enough Focus points, the ability fails, and Focus points aren’t expended. Upon success, in 1 hour the target will rise as a Vampire Spawn under your control.
The Spawn retains its Intelligence, Wisdom, and Charisma scores, class abilities, proficiencies, and known spells, otherwise using the values and abilities from the Vampire Spawn stat block (Monster Manual p. 315). The Spawn also retains its knowledge and personality, but is friendly to you. In combat the Spawn rolls initiative and acts on its own turn. You can give a verbal command (no action required), and the Spawn must obey it, even at the cost of its unlife. If you give no commands, the Spawn acts at its own discretion, trying to protect you and itself to the best of its ability.
You can only control one Vampire Spawn at a time. You lose control of your current Spawn if you create another one, or if you die. A freed Vampire Spawn remembers who killed and turned it into an undead thrall, and at DM’s discretion may become hostile towards you and your companions.







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