Barbarian
Base Class: Barbarian

Vampiric Awakening

When you choose this subclass at Barbarian level 3, your vampiric nature fully awakens. You must be a Dhampir to follow this path. If you aren't already a Dhampir, your awakening transforms you into one, replacing your current species with the Dhampir species.

The power of undeath now flows fully through you, granting extraordinary gifts while burdening you with supernatural weaknesses and an ever-present thirst for blood.

Vampiric Character Options. The following character options from Ravenloft: The Horrors Within are particularly thematic choices for a character following the Path of the Vampire. These options aren't required unless otherwise stated.

Recommended Background: Vampire Devote

Recommended Origin Feat: Vampire's Plaything

Recommended General Feats: Bloodlust, Cloying Mists, Love Bites, Treacherous Allure, and Vampire Touched

Recommended Epic Boon: Boon of Misty Escape

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

Mark of the Vampire
3rd-Level Vampire Feature

Your vampiric awakening grants you a supernatural presence, but it also burdens you with the weaknesses and insatiable hunger of your undead nature.

Sunlight Weakness. You have Vulnerability to Radiant damage.

While you are exposed to direct sunlight, you take 2d8 Radiant damage minus your Constitution modifier (minimum 1 damage) for each hour you remain exposed.

While your Rage is active, you instead take this damage at the start of each of your turns in which you are exposed to direct sunlight.

The Radiant damage caused by this feature isn't increased by your Vulnerability to Radiant damage.

You aren't exposed to direct sunlight while the sunlight is completely blocked from reaching you, such as while you are inside an enclosed structure, underground, or within an area of Darkness that sunlight can't illuminate.

While you aren't Raging, completely covering your body from direct sunlight with a cloak, heavy wrappings, or similar protection also prevents this damage. While your Rage is active, such coverings provide no protection; the sunlight itself must be blocked from reaching your space.

Restless Undeath. You gain no benefits from a Short Rest unless you spend the entire Short Rest in Darkness.

The Thirst. The scent of fresh blood can overwhelm your self-control. Your Thirst DC is determined by your current Hit Points:

• Above half your Hit Point maximum: DC 10

• Half your Hit Point maximum or fewer, but above one-quarter: DC 15

• One-quarter of your Hit Point maximum or fewer: DC 20

In Initiative, at the start of each of your turns, if a Bloodied creature other than a Construct or Undead is within 30 feet of you, you must make a Constitution saving throw against your Thirst DC.

Outside Initiative, when a creature within 30 feet of you becomes Bloodied, you must immediately make this saving throw. If an eligible Bloodied creature remains within 30 feet of you, you must repeat the saving throw once every minute thereafter.

While your Rage is active, you have Disadvantage on Constitution saving throws made to resist the Thirst.

You can choose to fail a saving throw against the Thirst instead of rolling.

On a failed save, you must move toward an eligible Bloodied creature within 30 feet of you and make a Vampiric Bite against that creature. In Initiative, you must use your movement and Action to do so on that turn. If multiple eligible creatures are within 30 feet of you, you choose which one you pursue. Allied creatures are eligible targets.

If you can't reach an eligible creature on that turn, you must move as close to one as possible, and you aren't required to make the Vampiric Bite.

If the bite hits, you must use the Drain option of your Vampiric Bite. Using Drain as a result of the Thirst doesn't expend one of your available uses of Drain.

Vampiric Presence. Your vampiric nature changes the way others perceive you, shifting between unnatural allure and terrifying predatory presence.

While you aren't Raging, you gain proficiency in Persuasion. If you already have proficiency in Persuasion, you instead gain Expertise in Persuasion.

While your Rage is active, you gain proficiency in Intimidation. If you already have proficiency in Intimidation, you instead gain Expertise in Intimidation.

Vampiric Frenzy

Vampiric Frenzy
3rd-Level Vampire Feature

When you enter your Rage, your vampiric form is revealed. Until the Rage ends, you manifest vicious claws and your predatory nature becomes apparent to all who can see you.

Claws. Each of your hands transforms into a claw, which you can use as a weapon while that hand is empty. Your claws are Simple Melee weapons with which you are proficient. They deal 1d6 Slashing damage on a hit, and you use your Strength modifier for their attack and damage rolls.

Once on each of your turns, when you attack with a claw as part of the Attack action, you can make one additional claw attack as part of that same action.

Vampiric Will

Vampiric Will
6th-Level Vampire Feature

Vampiric Charm.
Your bite can carry supernatural influence capable of bending the minds of your prey.

You can expend 1 use of your Rage to cast Charm Person without expending a spell slot or requiring Material components. When you cast the spell in this way, its range is 5 feet, and you must bite the target as part of casting the spell.

Starting at Barbarian level 9, you can instead expend 3 uses of your Rage to cast Dominate Person without expending a spell slot or requiring Material components. When you cast the spell in this way, its range is 5 feet, and you must bite the target as part of casting the spell. Once you cast Dominate Person using this feature, you can't do so again until you finish a Long Rest.

Constitution is your spellcasting ability for these spells. The saving throw DC equals 8 + your Constitution modifier + your Proficiency Bonus.

You can cast either spell using this feature while your Rage is active, despite Rage normally preventing you from casting spells. You can also maintain Concentration on Dominate Person while your Rage is active, despite Rage normally preventing you from maintaining Concentration. Your Concentration otherwise follows the normal rules.

Vampiric Agility

Vampiric Agility
6th-Level Vampire Feature

The feral power of your vampiric blood grows, enhancing your natural weapons and granting you supernatural mobility.

The claws granted by your Vampiric Frenzy now deal 1d8 Slashing damage instead of 1d6.

Additionally, the distance of your Long Jump and High Jump is doubled.

Vampiric influence

Vampiric Influence
10th-Level Vampire Feature

When you hit a creature with one of the claws granted by your Vampiric Frenzy while your Rage is active, you can curse the target with supernatural fury. The target must make a Wisdom saving throw against your Vampiric Will spell save DC. On a failed save, choose one of the following effects:

• The target must use its Reaction, if available, to make one melee attack against another creature of your choice within its reach.

• 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

Nightmare Visage
14th-Level Vampire Feature

The monstrous power of your vampiric blood fully reveals itself when you Rage, striking supernatural terror into those around you.

When you enter your Rage, you can choose any number of creatures you can see within 30 feet of yourself. Each chosen creature must make a Wisdom saving throw against your Vampiric Will spell save DC. On a failed save, a creature has the Frightened condition for 1 minute.

At the end of each of its turns, a Frightened creature can repeat the saving throw, ending the condition on itself on a successful save.

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.

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