Vampire Subclass
You have had a run in with a malevolent god/goddess or one of the vampire kin. For a reason unknown to you they have cursed or gifted you with the thirst for blood and a fear of the sun. As you slowly seep into the darkness of your new being you become a creature of evil. Those who see you fear you as your lust for their lifeblood grows so does your power. How will you choose to use your newfound abilities?
Blood Absorption
At 3rd level this curse allows you to now absorb the blood of humanoid creatures. For every strike that lands you are healed 1d6. This is a passive ability and must be used within touching range either as a touch spell or a strike from your weapon. If you do not feed regularly then you go into a frenzy and attack anyone near you to gain blood. You must feed at least once every three days or suffer the effects of the frenzy.
Shadow Crossing
At level 6 you have learned how to meld with shadow for a short distance. You can travel up to 15 feet from your current location. This is considered a bonus action. Using this ability ignores an attack of opportunity. This ability can only be used if there are some shadows around if you are in a room that is too brightly lit then the travel attempt will fail.
Call the Swarm
At level 10 you now have the ability to call the swarm. You are able to summon a swarm of 5 creatures of one of the following choices.
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Bats
- Armor Class 12, Hit Points 22, Speed fly 30 ft.
- Senses Blindsight 60 ft., Passive perception 11
- Bites. Melee Weapon Attack +4 to hit reach 0 ft. target one creature within the swarm's space. Hit: 2d4 piercing damage, or 1d4 piercing damage if the swarm has half it's hit points or less.
- The swarm cannot regain hit points or gain temporary hit points
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Cranium Rats
- Armor Class 12, Hit Points 18, Speed 30 ft.
- Senses Darkvision 30 ft. Passive perception 10
- Languages telepathic link with vampire
- Bites. Melee Weapon Attack: +5 to hit reach 0 ft., one target in the swarm's space. Hit: 4d6 piercing damage, or 2d6 piercing damage if the swarm has half it's hit points or less.
- The swarm cannot regain hit points or gain temporary hit points
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Rot Grubs
- Armor Class 8, Hit Points 22 Speed 5 ft., Climb 5 ft.
- Bites. Melee Weapon Attack: +0 to hit, reach 0 ft., one creature within the swarm's space. Hit: The target is infested by 1d4 rot grubs. At the start of each of the target's turns, the target takes 1d6 piercing damage per rot grub infesting it. Applying fire to the bite wound before the end of the target's next turn deals 1 fire damage to the target and kills these rot grubs. After this time , these rot grubs are too far under the skin to be burned.
- If a target infested with rot grubs ends its turn with 0 hit points, it dies as the rot grubs burrow into its heart and hill it. Any effect that cures disease kills all rot grubs infesting the target.
- The swarm cannot regain hit points or gain temporary hit points
Frenzy
At level 14 you can choose to enter into a frenzy. By entering into a frenzy you willingly give up your ability to reason for 1 minute. Allowing your darker self to take control you wildly attack those around you. While in a frenzied state you gain advantage on attack rolls. You also do an extra 1d12 damage with each successful hit. While in a frenzied state you are unable to discern friend from foe and will attack anyone within a 10 foot radius.