Base Class: Rogue
Blood Charmers are dark and mysterious rogues who wield the supernatural powers of a vampire. As a Blood Charmer, you may be the thrall of a great vampire lord, the descendant of one, or perhaps you obtained your dark gifts through a forbidden ritual. Your powers allow you to see through darkness, drain the blood of the living, shapeshift, and take control of the hearts and minds of others.
Vampiric Aspects
Beginning when you choose this archetype at 3rd level, your eyes become accustomed to darkness and your canines grow sharp and elongated. You gain 60 feet of darkvision. If you already have darkvision, its range is instead increased by 30 feet. Additionally, as an action, you can make a bite attack with your fangs against a creature within range. On a successful hit, it deals 1d4 piercing damage. You use your Dexterity modifier for its attack and damage rolls.
Your bite attack counts as magical for the purpose of overcoming immunities and resistances to non-magical damage, and can benefit from your Sneak Attack feature. Finally, you have advantage on attack rolls with your Vampiric Bite attack against creatures that are charmed by you.
The damage of your bite attack increases at certain levels; 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.
Blood Charm
Also at 3rd level, your supernatural charm allows you to manipulate and mesmerize others. As an action, you can force a creature within 30 feet of you to make a Wisdom saving throw against a DC of 8 + your proficiency bonus + your Charisma modifier. On a failed save, the creature is charmed by you for 1 minute. A charmed creature can re-roll its saving throw at the end of each of its turns, and whenever it is damaged by you. On a successful save, it is no longer charmed.
You can use this feature a number of times equal to your Charisma modifier per long rest.
Flight of Darkness
At 9th level, you can shift your form to that of a nocturnal predator. As an action, you can take the form of a bat for up to 1 hour. When you transform, all of your equipment melds into your new form and you cannot activate, use, wield, or otherwise benefit from any of your equipment.
While transformed, you use the bat's game statistics, except for your Intelligence, Wisdom and Charisma scores. You also retain both your personality and alignment. You cannot speak, but can understand any languages you can normally understand. You cannot cast spells or take an action that requires hands, but can still attack using your Vampiric Bite, using your normal stats for the attack. You also assume the hit points of your new form for the duration. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form.
You can use this feature once per long rest.
Sanguine Frenzy
At 13th level, your thirst for blood has grown stronger. Whenever you use your action to make an attack with your Vampiric Bite or to use your Blood Charm feature, you can make an attack with your Vampiric Bite as a bonus action.
Dark Regeneration
At 17th level, you’re as difficult to kill as a true vampire. While you’re not standing in direct sunlight or running water, and you’re not incapacitated, you gain a number of temporary hit points equal to your rogue level at the beginning of each of your turns. If you take radiant damage, this feature doesn't function at the beginning of your next turn.
Previous Versions
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