The Vampire In a cursed empire, the undead seek adventure. Equipment The Vampire Level Proficiency Bonus Features Blood Blood Pool Potency Limit 1st +2 Vampiric Nature, Bloodline 1d4 1 2nd +2 — 1d4 2 3rd +2 Misty Escape 1d4 3 4th +2 Ability Score Improvement 1d4 4 5th +3 Extra Attack 1d4 5 6th +3 Ability Score Improvement 1d4 6 Starting at 1st level your very nature changes as the curse of your vampirism manifests. 7th +3 — 1d6 7 Vampire Strengths 8th +3 Ability Score Improvement 1d6 8 9th +4 Bloodline Feature 1d6 9 10th +4 — 1d6 10 11th +4 Improved Resistances 1d6 11 12th +4 Ability Score Improvement 1d6 12 13th +5 — 1d6 13 14th +5 Ability Score Improvement 1d6 14 15th +5 — 1d8 15 16th +5 Ability Score Improvement 1d8 16 17th +6 Bloodline Feature 1d8 17 18th +6 — 1d8 18 19th +6 Ability Score Improvement 1d8 19 20th +6 Vampiric Mastery 1d8 20 Class Features As a vampire, you gain the following class features Hit Points Hit Dice: 1d8 per vampire level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per vampire level after 1st Proficiencies Armor: none Weapons: simple weapons Tools: one type of artisan's tools of your choice, one musical instrument of your choice Saving Throws: Constitution, Charisma Skills: Choose any two 2 You start with the following equipment, in addition to the equipment granted by your background: (a) a rapier (if proficient), (b) longsword (if proficient), or (c) any simple weapon (a) one set of artisan's tools, (b) one musical instrument, or (c) any simple weapon (a) leather armour (if proficient), or (b) fine clothes (a) a diplomat's pack, (b) a dungeoneer's pack, or (c) a scholar's pack A dagger Class by Michael Williams Vampiric Nature You gain the following benefits: Eyes of Night. You gain darkvision with a range of 60 feet. If you already have darkvision it is increased by 60 feet up to a maximum of 120 feet. Hungering Bite. You may use your action to bite a creature within 5 feet that you are grappling, that is incapacitated, restrained, or willing. Make a melee attack, adding either your Strength or Dexterity modifier to the attack and damage rolls. If the creature is willing, the attack automatically hits. On a hit the creature takes 1d4 piercing damage plus 1d4 necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. From 11th level, a humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under your control. The necrotic damage dealt by the bite increases to 2d4 at 5th level, 3d4 at 9th level, 4d4 at 13th level and 5d4 at 17th level. Regeneration. At the start of each of your turns, while you have no more than half of your hit points left, you regain hit points equal to your blood potency die plus your Constitution modifier (minimum of 1). You don't gain this benefit if you have 0 hit points, start your turn in direct sunlight or in running water. If you take radiant damage or damage from holy water you don't gain this benefit at the start of your next turn. Resistances. You have resistance to necrotic damage. Undead Nature. Your creature type changes to Undead, you no longer age, cast shadows, or reflections, and you don't need to eat, drink or breathe. Unlike most undead however, you do need to sleep. When you take a long rest, you must spend at least two hours in an inactive, motionless state, rather than sleeping. Some vampires prefer to stand up straight or to hang vertically. In this state, you appear asleep, but it doesn’t render you unconscious, and you can perceive as normal. Additionally if any part of your body has been severed it regrows after 2 minutes in this state. "You're a vampire now mate, it's got its pros and cons. That new blood inside your veins? It'll let you do all kinds of fancy things, but might also tear you apart." – Smiling Jack, to a recently raised vampire. Vampire Weaknesses You gain the following flaws: Forbiddance. You can't enter a residence without an invitation from one of the occupants. Harmed by Running Water. You take acid damage equal to your level in this class if you end your turn in running water. Stake to the Heart. If a piercing weapon made of wood is driven into your heart while you are incapacitated, you are paralyzed until the stake is removed. Sunlight Hypersensitivity. You take radiant damage, which can't be reduced in any way, equal to your level in this class when you start your turn in direct sunlight. While in direct sunlight, you have disadvantage on attack rolls and ability checks. Bloodhunger Your curse instils in your an insatiable hunger that you need to sate to survive: Blood Pool. Your blood pool describes both your appetite and the well of vigour you tap into when using your powers. Your blood pool may contain a number of points up to your blood pool limit as shown on the vampire class table. Feeding. When you successfully hit with your hungering bite action on a humanoid creature, you may choose to spend 1 minute drinking the blood of the target creature. The creature is charmed and stunned by you for the duration, and its hit point maximum is reduced by an amount equal to five times your vampire level at the end of the duration. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. If you or the target take any damage during the process you must make a Constitution saving throw as if concentrating on a spell; on a failed save the feeding is interrupted, and the target is no longer stunned or charmed by you. If you successfully feed on a creature uninterrupted, you gain one point in your blood pool. If the creature you are feeding on dies, you gain an additional blood point Insatiable Hunger. Immediately after finishing a long rest, you lose one point from your blood pool. If you have no points in your blood pool, you instead gain one level of exhaustion. You only lose levels of exhaustion from Insatiable Hunger if you have points in your blood pool when you finish a long rest. Vampiric Bloodline Each vampire gains their curse from someone, passed down from the original vampire to the next and all the way to you. As the curse passed to each new vampire particular perculiarities appeared: unique powers and quirks exhibiting by certain lines that differentiated them from others. Choose a bloodline, which describes the lineage of the curse in your veins. Your choice grants you features at 1st level, and again at 9th and 17th levels. Misty Escape At 3rd level, as part of taking a long rest, you may create a resting place over 1 hour; something akin to a formal burial, the resting place may resemble a coffin, crypt or grave site. When you drop to 0 hit points outside your resting place, you transform into a cloud of mist instead of falling unconscious, provided that it you aren't in sunlight or running water. If you can't transform you die, your flesh turning to ash and leaving only a skeleton behind. While in mist form, you can't take any actions, speak, or manipulate objects. You are weightless, gain a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, your mist form can do so without squeezing, and you can’t pass through water. You have advantage on Strength, Dexterity, and Constitution saving throws, and you are immune to all nonmagical damage, except the damage you take from sunlight. While you have 0 hit points in mist form, you can't revert to your vampire form, and you must reach your resting place within 2 hours or be destroyed. Once you are in a resting place, you revert to your vampire form. You are then paralyzed until you regain at least 1 hit point. After spending 1 hour in your resting place with 0 hit points, you regain 1 hit point. Ability Score Improvement When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat. Extra Attack Beginning at 5th level you can attack twice, instead of once, whenever you take the Attack action on your turn. Improved Resistances At 11th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. Vampiric Mastery At 20th level, you can assume the form of a horrific creature of the night. Using your action, you undergo a transformation and for 1 hour you gain the following benefits: Leathery wings sprout from your back and grant you a flying speed of 60 feet. You are immune to the effects that turn undead. Your blood potency die increases to 1d10. To look upon your new form is to invite terror. As a bonus action, each creature of your choice within 60 feet that can see you must succeed a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or become frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the effect for 24 hours. Once you use this feature, you can't use it again until you finish a long rest. Class by Michael Williams 3 Vampiric Bloodline Choose a vampiric bloodline, which describes the lineage of your dark power, from the following selection of bloodlines. Your choice grants you features when you choose it at 1st level, and again at 9th and 17th levels. Bloodmage Often perceived as mad occultists, Bloodmages are privy to an ancient and powerful type of magic fuelled by blood, be it theirs or some unfortunate mortal. Prone to working in the shadows to conduct their mystic rituals, such vampires are also capable of great perceptive feats alongside their terrifying brand of foul sorcery. Vampiric Power Disciplines Starting at 1st level, you have access to one of the following vampiric power disciplines: Auspex, Blood Sorcery, Dominate, or Obfuscate. You gain access to one additional discipline at 6th level, 9th level and 14th level. At 1st level you may only choose vampiric powers from the first level of your chosen discipline; you may also choose from second level powers in your disciplines at 6th level, from third level powers at 9th level, from fourth level powers at 14th level, and from fifth level powers at 17th level. Full rules for vampiric powers are detailed in their own section later in this document. Bonus Proficiencies At 1st level, you gain proficiency in the Arcana and Medicine skills. Bane As a bloodmage vampire you gain the following additional flaw: Tenuous Bonds. Creatures targeted by your Dominate powers have advantage on any saving throws they are required to make against them; additionally they have advantage on any saving throws against spells you cast that inflict the charmed condition. Blood Rituals At 9th level you have learnt how to use your esoteric knowledge to perform ritual magic. Choose one spell from the bard, cleric, druid, sorcerer, warlock, or wizard spell list of 4th level or lower that has the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard. You are able to cast that spell as a ritual at its lowest level. When you finish a long rest you may replace the spell you know with a different spell from the choices available. Sanguis Magus At 17th level you are able to use your vampiric blood to fuel the casting of spells. Choose two spells from the bard, cleric, druid, sorcerer, warlock, or wizard spell list of 3rd level or lower. 4 Class by Michael Williams The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard. You are able to cast a 1st or 2nd level spell by expending one point from your blood pool, or a 3rd level spell by expending two points from your blood pool. When you finish a long rest you may replace one or both spells you know with a different spell from the choices available. Feral Not all vampires are what you might imagine, the suave and sophisticated aristocrat in their ancient castle, some embrace the inner hungering beast the curse imbues them with, becoming like feral animals. Don't let their animalistic lust for blood fool you however, for all their impulsiveness they still posess the sharp wits and cunning of their more civilised kindred. Vampiric Power Disciplines Starting at 1st level, you have access to one of the following vampiric power disciplines: Animalism, Fortitude, Potence, or Protean. You gain access to one additional discipline at 6th level, 9th level and 14th level. At 1st level you may only choose vampiric powers from the first level of your chosen discipline; you may also choose from second level powers in your disciplines at 6th level, from third level powers at 9th level, from fourth level powers at 14th level, and from fifth level powers at 17th level. Full rules for vampiric powers are detailed in their own section later in this document. Bonus Proficiencies At 1st level, you gain proficiency with light armour and proficiency in the Survival skill. Bane As a feral vampire you gain the following additional flaw: The Red Thirst. When you reduce a creature to 0 hit points with a melee attack, make a DC 5 Wisdom saving throw. On a failed save you temporarily lose control of your senses, until the start of your next turn you are incapacitated as you consume the flesh and blood of the slain creature as if you were feeding. While feeding in this manner you do not make Constitution saving throws to maintain concentration, counting the feeding as successful as long as you are not paralyzed or unconscious at the start of your next turn. The DC for the Wisdom saving throw increases by 1 for each creature you reduce to 0 hit points after the first; this increase resets when you fail the saving throw or when you finish a long rest. Bestial Hunger Starting at 9th level, once per turn when you take the attack action you can make an attack with your hungering bite against a creature even if it isn't grappled by you, incapacitated, restrained, or willing. When you do so you have advantage on the attack roll, however attack rolls against you have advantage until the start of your next turn. Frenzy Beginning at 17th level, whenever you take the Attack action on your turn you may make one additional attack as a bonus action. Noble Dilettante The archetypical vampire, Highbornes are more often born of noble blood, or claim to be, and hold an air of elitism with their bloodline. Believing themselves to have refined their blood-bound curse to it's finest, they are able to dazzle mortals and bend them to their whims while being blindingly quick and no less hardy than their feral cousins. At 17th level your long years of life have lead you to dabble in a variety of subjects as they took you fancy or you followed your whim. You may choose one bonus from the following list: You gain a +2 bonus to damage rolls with weapons that you are proficient with. You gain proficiency in a saving throw you are not already proficient in. You gain proficiency in two skills you are not already proficient in. You may change your selection when you finish a long rest. Vampiric Power Disciplines Orphaned Highborne Starting at 1st level, you have access to one of the following vampiric power disciplines: Celerity, Dominate, Fortitude, or Presence. You gain access to one additional discipline at 6th level, 9th level and 14th level. At 1st level you may only choose vampiric powers from the first level of your chosen discipline; you may also choose from second level powers in your disciplines at 6th level, from third level powers at 9th level, from fourth level powers at 14th level, and from fifth level powers at 17th level. Full rules for using vampiric powers, and descriptions of the powers themselves are detailed in their own section later in this document. Bonus Proficiencies At 1st level, you gain proficiency with light armour, medium armour and four martial weapons of your choice. Bane As a highborne vampire you gain the following additional flaw: Refined Tastes. Unlike other vampires, not just any blood will do. Choose two races of humanoids (such as humans and elves) for your refined tastes. Feeding on anything other than your chosen refined tastes requires you to make a Constitution saving throw with a DC equal to 5 plus your vampire level. On a failed save, you add no points to your blood pool as you regurgitate the blood immediately after the feeding ends. Vampiric Glamour Starting at 9th level you can use your action to obscure your form with mind-affecting magic that makes others perceive you as a beautiful member of your race the same size and shape as you. The illusion ends if use your bonus action to end it or if you die. A creature that can see you can take an action to visually inspect you, ending the mental effect on itself and seeing your true form with a successful Wisdom (Perception) check against a DC of 8 + your proficiency bonus + your Charisma modifier. A rare breed of vampire, the orphaned are those who have either no particularly strong connection to their predecessors or have no knowledge of their lineage's origin. As such they are often shunned by bloodline families or are highly individualistic, their capabilities knowing few bounds as they explore all they can with the power of their curse, all without the bane of the more purebred bloodlines. Vampiric Power Disciplines Starting at 1st level, you have access to one vampiric power discipline of your choice and you may only choose vampiric powers from the first level of your chosen discipline. At 6th, 9th, 14th, and and 17th level you may choose one of the following: You may now prepare powers from the next level up of your known disciplines, for example; choosing from second level or lower, third level or lower when choosing this twice, etc. You may now prepare powers from two new disciplines of your choice. Full rules for using vampiric powers, and descriptions of the powers themselves are detailed in their own section later in this document. Bonus Proficiencies At 1st level you may choose to gain two of the following: Proficiency in light armour, medium armour (if proficient in light armour), or in heavy armour (if proficient in medium armour) Proficiency with two martial weapons of your choice Proficiency with two skills of your choice You may choose the same option more than once. At 9th level you may choose another two options from the above list; or if your DM allows you may choose a feat instead. Uncanny Resilience Starting at 17th level, you are able to resist the bane of all vampires longer than most. As a reaction to entering sunlight you can ignore the effects of your sunlight hypersensitivity weakness for 1 minute. You can use this feature a number of times equal to your Constitution modifier (minimum of 1). You regain all expended uses when you finish a long rest. Class by Michael Williams 5 Shadowed Spoken of in hushed tones even amongst their kindred, the Shadowed are deadly and ruthless vampires who willingly dabble with powers beyond that which even other vampires would dare touch. Harnessing their unique discipline of Oblivion they summon and bend the very shadows to their will and conduct necromantic ceremonies to raise the dead to their side. Vampiric Power Disciplines Starting at 1st level, you have access to the Oblivion discipline. You gain access to one additional discipline of your choice from: Auspex, Dominate, Fortitude, or Potence at 6th level, 9th level and 14th level. At 1st level you may only choose vampiric powers from the first level of your chosen discipline; you may also choose from second level powers in your disciplines at 6th level, from third level powers at 9th level, from fourth level powers at 14th level, and from fifth level powers at 17th level. Full rules for vampiric powers are detailed in their own section later in this document. Bonus Proficiencies At 1st level, you gain proficiency in the Intimidation and Stealth skills. Bane As a shadowed vampire you gain the following additional flaw: Distorted Image. Your image betrays your true nature. Unlike other vampires you cast reflections, but the image is that of a hideous monster; any creature has advantage on checks to determine if you're under the effect of illusion magic such as disguise self, and magic such as scrying, sending, and telepathy has a 50% chance of failing when you're the target. Ruthless Determination At 9th level if you miss with an attack roll or fail an ability check or a saving throw, you can choose to reroll; if you do so you must use the new roll. Once you use this feature, you can't use it again until you finish a short or long rest. Sinister Siphon At 17th level you may empower yourself with a modicum of the unlife you impart to your minions. As a bonus action you may choose one undead creature under your control and deal necrotic damage to it, which can't be reduced in any way, equal to your Vampire level; you then regain hit points equal to the damage dealt. If the targeted creature is reduced to 0 hit points by this feature it dies instantly and turns to dust. 6 Class by Michael Williams Vampire Multiclassing Should you wish to multiclass with the Vampire class, you must meet prerequisites and you gain proficiencies as described here. Vampire Multiclassing Prerequisites Ability Score Minimum Proficiencies Gained Strength 17, Dexterity 17, Constitution – 17, Vampirism Vampiric Powers All of the vampiric powers available to you are detailed on the following pages. Powers operate in a similar fashion to spells although, with the exception of Blood Sorcery, they are immune to the effects of spells such as counterspell, dispel magic and antimagic field. Preparing Vampiric Powers You prepare the list of vampiric powers that are available for you to cast, choosing from the discplines you have access to. When you do so, choose a number of vampiric powers equal to half your blood pool limit, rounded down (minimum of 1). The vampiric powers must be of a level you are able to choose, as per your vampiric power disciplines feature. You can change your list of prepared vampiric powers when you finish a long rest. Preparing a new list of vampiric powers requires time spent in meditation: at least 1 minute per level for each vampiric power on your list. Power Usage Ability Unlike spells, vampiric powers use different ability modifiers, as shown in their descriptions when relevant, to set the saving throw DC for their effects. Power save DC = 8 + your proficiency bonus + your Power Ability modifier Rituals Some powers have the ritual tag, such a power can be cast using the normal rules for powers or can be cast as a ritual. The ritual version of the power takes 10 minutes longer to cast than normal, however it consumes one fewer blood point. Requirements Some powers require you to have another power of a certain discipline and level prepared, which will be noted below the power's name. Animalism First Level Bond Famulus 1st-level animalism Casting Time: 8 hours Range: 10 feet Components: S, M (a non-hostile large or smaller beast; one point from your blood pool which is consumed by the power) Duration: Until dispelled With 8 hours of work, you call forth an animal from the wilderness to serve as your faithful companion; you take 1d4 slashing damage as you cut open your body to feed the creature your blood. Once the casting is complete the creature becomes your famulus, which forms a mental link with it and facilitates the use of other Animalism powers. While this power alone does not allow two-way communication with the animal, it can be given and follow simple verbal instructions such as “stay” and “come here" (no action required). The famulus obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your famulus acts on its own. Your famulus has abilities and game statistics determined in part by your level. Your famulus uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, a famulus also adds its proficiency bonus to its AC and to its damage rolls. It also becomes proficient with all saving throws. Sense the Beast 1st-level animalism Casting Time: 1 action Range: Self Components: S Duration: Instantaneous You focus on one creature you can see within 60 feet of you. You can read its basic mood and intent, you learn its emotional state, its level of hostility, and whether it is affected by magic of any sort. You also learn the type of the chosen creature, but not its identity. Second Level Feral Whispers 2nd-level animalism Casting Time: 1 action Range: Self Components: V, S, M (one point from your blood pool which is consumed by the power) Duration: 1 hour You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion. Additionally for the duration, you may use an action to attempt to call animal allies to your side. Provided the animals are nearby, choose on of the following options for what you attempt to call: One beast of challenge rating 1 or lower Two beasts of challenge rating 1/2 or lower Four beasts of challenge rating 1/4 or lower Eight beasts of challenge rating 1/8 or lower The summoned creatures are friendly to you and your allies. Roll initiative for the summoned creatures as a group. The summoned creatures share a place in initiative and take their turn at the same time. They obey any verbal command given to them by you that isn't outright suicidal. Giving verbal commands to the summoned creatures is a free action. If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. If a summoned creature has not been issued a command in the last minute, the creature attempts to return from where it came. Third Level Animal Succulence 3rd-level animalism Casting Time: None Range: Self Components: None Duration: 1 minute You can now use your hungering bite to feed on beasts as well as humanoids. However this power has no effect on swarms. Additionally if you choose to feed on your famulus and reduce its hit point maximum to 0, then you gain three additional points in your blood pool for successfully feeding and may gain the benefits of one of its traits until you finish a long rest. For example, when consuming an Owl famulus you could gain the benefits of its Keen Hearing and Sight trait. Quell the Beast 3rd-level animalism Casting Time: 1 action Range: 30 feet Components: S, M (one point from your blood pool which is consumed by the power) Duration: 1 minute Locking eyes with a target you induce severe lethargy within them. Choose one creature within range, they must succeed on a Wisdom saving throw against your power save DC or be incapacitated and have their movement speed reduced to 5 feet for the duration. Your ability for this power is Charisma. Class by Michael Williams 7 Unliving Hive 3rd-level animalism, requires one 2nd level obfuscate power Casting Time: None Range: Self Components: None Duration: Special You can now use your Animal Dominion, Bond Famulus, Feral Whispers, and Subsume the Spirit powers on swarms of beasts. Additionally provided the beasts in the swarm are one size smaller than you, they may nest inside your body; when doing so it is undetectable by nonmagical means. Fourth Level Subsume the Spirit 4th-level animalism Casting Time: 1 action Range: 30 feet Components: S, M (one point from your blood pool which is consumed by the power) Duration: 1 hour Choose one beast within range to make a Wisdom saving throw against your power save DC. On a failed save you control the creature's actions and you can see through your familiar's eyes and hear what it hears until the end of the power's duration, gaining the benefits of any special senses that the creature has. During this time, you are deaf and blind with regard to your own senses. This power ends early if the beast dies or is no longer on the same plane as you. You can extend the duration of the power by 1 hour by expending another point from your blood pool at the end of the duration. If used on your famulus the creature automatically fails the saving throw and the power does not consume any points from your blood pool. Your ability for this power is Charisma. Fifth Level Animal Dominion 5th-level animalism Casting Time: 1 action Range: 30 feet Components: V, S, M (two points from your blood pool which is consumed by the power) Duration: 1 hour You attempt to control a number of beasts up to your Charisma modifier (minimum of 1) that you can see within range. Each beast must succeed on a Wisdom saving throw against your power save DC or be charmed by you for the duration. While a beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object.". 8 Class by Michael Williams If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. Your ability for this power is Charisma. Rouse the Beast 5th-level animalism Casting Time: 1 reaction, which you take when you fail an Intelligence, a Wisdom, or a Charisma saving throw Range: 30 feet Components: S, M (one point from your blood pool which is consumed by the power) Duration: Instantaneous You attempt to shift the freying control of your inner beast onto another. Choose one creature within range (other than the source of the saving throw); the chosen creature repeats the saving throw you just failed. If they fail, they suffer the effects of the failure as if they were the original target, otherwise you suffer the effects as normal. A creature can choose to fail this saving throw if it wishes. Auspex First Level Heightened Senses 1st-level auspex Casting Time: 1 action Range: Self Components: S Duration: 1 hour For the duration of the power you gain advantage on any Wisdom (Perception) checks that rely on hearing, sight or smell and the range of your darkvision increases by 60 feet up to a maximum of 180 feet. However if you are exposed to a bright light such as that of the daylight spell, or a loud noise such as that of the thunderwave spell, then you must make a DC 15 Constitution saving throw. On a failed save the power ends and you are either blinded (if exposed to a bright light) or deafened (if exposes to a loud noise) until the end of your next turn. Sense the Unseen 1st-level auspex Casting Time: 1 action Range: Self Components: S Duration: 1 hour For the duration of the power you gain advantage on checks to see invisible creatures and to determine illusions, as well as advantage on Intelligence (Investigation) checks. Second Level Premonition 2nd-level auspex Casting Time: 1 hour Range: Self Components: S Duration: Special When you use this power, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these premonition rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each premonition roll can be used only once. When you finish a long rest, you lose any unused premonition rolls. Additionally you may spend one point from your blood pool to cast this power as a bonus action. When used in this way, you gain advantage on one attack roll, ability check or saving throw of your choice within the next minute. Third Level Scry the Soul 3rd-level auspex Casting Time: 1 minute Range: 30 feet Components: S, M (one point from your blood pool which is consumed by the power) Duration: Instantaneous When you use this power choose one creature you can see. The creature makes a Charisma saving throw against your power save DC. On a failed save, you learn the true answers to two of the following: The creature's current emotional state The creature's type The creature's current hit points The creature's alignment The creature's Intelligence score The creature's Wisdom score The creature's Charisma score If the creature is under the effect of magic or similar abilities and the type of any such magic or similar ability The creature's total class levels if any, or the creature's CR if it has no class levels Your ability for this power is Wisdom. Share the Senses 3rd-level auspex Casting Time: 1 action Range: 30 feet Components: S, M (one point from your blood pool which is consumed by the power) Duration: 1 hour Choose one creature within range. The creature makes a Wisdom saving throw against your power save DC; a creature can choose to fail this saving throw if it wishes. While the chosen creature is within 100 feet of you, you can see through the creature's eyes and hear what it hears until the end of the duration, gaining the benefits of any special senses that the creature has. During this time, you retain your own senses. Your ability for this power is Wisdom. Fourth Level Spirit's Touch 4th-level auspex Casting Time: 1 minute Range: Touch Components: S, M (one point from your blood pool which is consumed by the power) Duration: Instantaneous You touch an inanimate object or a small area of the ground at a location and receive visions of those who have handled that object or visited the location in the past. You gain brief insight into the people and the events you see in your visions as determined by the DM. While rarely crystal clear, the information often provides leads impossible to gain from regular investigation and deduction. Fifth Level Clairvoyance 5th-level auspex Casting Time: 1 minute Range: Self (500-foot radius) Components: S, M (one point from your blood pool which is consumed by the power) Duration: Concentration, up to 10 minutes You create up to ten invisible sensors within range. The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with. When you cast the spell, you choose to see through one of the created sensors. You perceive through the sensor as if you were in its space. As your action, you can switch between your created sensors or replace an existing sensor with a newly created one. A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist. Possession 5th-level auspex, requires one 3rd level dominate power Casting Time: 1 action Range: 10 feet Components: S, M (two points from your blood pool which are consumed by the power) Duration: Special Choose one humanoid that can see you within range; the target must make a Charisma saving throw against your power save DC. Class by Michael Williams 9 On a failed save, the target is incapacitated and loses control of its body. You now control the target creature's body but don't deprive the target of awareness. You retain your alignment, Intelligence, Wisdom, and Charisma while possessing the target. You otherwise use the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. Any attack, spell, or other effect that targets the creature don't affect you, except ones that turn undead. While possessing the target creature, your own body is paralyzed. The possession lasts until the target drops to 0 hit points, you drop to 0 hit points, you end it as a bonus action, the target is no longer on the same plane as your body, or you are turned or forced out by an effect like the dispel evil and good spell. When the possession ends, your body is no longer paralyzed. The target is immune to your Possession for 24 hours after succeeding on the saving throw or after the possession ends. Your ability for this power is Charisma. Telepathy 5th-level auspex Casting Time: 1 action Range: 60 feet Components: S, M (one point from your blood pool which is consumed by the power) Duration: Concentration, up to 10 minutes You focus your mind on one creature that you can see within range. You initially learn the surface thoughts of the creature, what is most on its mind in that moment. The target must then make a Wisdom saving throw against your power save DC; a creature can choose to fail this saving throw if it wishes. On a failed save, you can read all it's thoughts for the duration of the power. Additionally you can instantaneously share words, images, sounds, and other sensory messages with one the target telepathically. The power enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it. If the target succeeds the saving throw, the power ends. Your ability for this power is Wisdom. Blood Sorcery First Level A Taste for Blood 1st-level blood sorcery Casting Time: 1 action Range: Self Components: S, M (a drop of another creature's blood which is consumed by the power) Duration: Instantaneous You taste the drop of blood and are able to discern basic traits about that creature such as their sex, race, age and creature type. If you have tasted the blood of a specific individual before, you are able to recognise that the blood you taste belongs to that specific individual. 10 Class by Michael Williams Blood Walk 1st-level blood sorcery (ritual) Casting Time: 1 minute Range: Self Components: V, S, M (the blood of another creature and two points from your blood pool which are consumed by the power; a silver cup) Duration: Instantaneous When you begin casting you take 1d4 slashing damage, which can't be reduced in any way, as you cut open your hand and drip your blood into the silver cup. You then pour the other creature's blood into the silver cup, repeating this ritual's incantation while casting. Once cast, you learn the following about the creature who's blood was used in the ritual: The creature's true name The creature's sex The creature's race The creature's type The creature's alignment The creature's total class levels if any, or the creature's CR if it has no class levels Clinging of the Insect 1st-level blood sorcery (ritual) Casting Time: 1 minute Range: Self Components: V, S, M (a living insect and two points from your blood pool which are consumed by the power; an empty vial) Duration: 1 hour When you begin casting you take 1d4 slashing damage, which can't be reduced in any way, as you cut open your hand before crushing the insect in it and consuming the mixture created. Until the power ends, you gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You also gain a climbing speed equal to your walking speed. Corrosive Vitae 1st-level blood sorcery Casting Time: 1 action Range: 10 feet Components: V, S, M (one point from your blood pool which is consumed by the power) Duration: Instantaneous You take 1d4 slashing damage, which can't be reduced in any way, as you cut open your hand and extend it toward a creature you can see within range, projecting a burst of foul corrosive blood at them. The creature must succeed on a Dexterity saving throw against your power save DC or take acid damage equal to one roll of your blood potency die plus your Intelligence modifier, taking half as much damage on a successful save. This power's damage increases to two blood potency dice when you reach 5th level, three blood potency dice at 11th level, and four blood potency dice at 17th level. Your ability for this power is Intelligence. Craft Bloodstone 1st-level blood sorcery (ritual) Casting Time: 1 hour Range: Self Components: V, S, M (A pebble of iron ore or a small magnet, a litre of blood from any source in a silver bowl and two points from your blood pool which are consumed by the power) Duration: 7 days When you begin casting you take 1d4 slashing damage, which can't be reduced in any way, as you cut open your hand and drip your blood into the silver bowl; pouring in the gathered litre of blood after and then adding in the small iron pebble or magnet which slowly absorbs the gathered blood. Once cast, a bloodstone is created and you can unerringly sense the direction and distance to the stone. This effect lasts until the Bloodstone is destroyed or the power ends. You can have and keep track of a number of stones up to your Intelligence modifier (minimum of 1). Ward 1st-level blood sorcery (ritual) Casting Time: 10 minutes Range: Touch Components: V, S, M (two points from your blood pool which are consumed by the power) Duration: 8 hours When you begin casting you take 1d4 slashing damage, which can't be reduced in any way, as you cut open your hand and you inscribe a ward with your blood. You can inscribe it on an object, such as a book, a scroll, or a treasure chest. The ward can cover an area no larger than a 5 foot radius. If the object is broken or destroyed after you performed this ritual, the ward is broken, and the power ends without being triggered. The ward is nearly invisible and requires a successful Intelligence (Investigation) check against your power save DC to be found. You decide if any creatures do not trigger the ward when you perform the ritual. Once the ritual is complete any beast, giant or non-shapechanger humanoid creature that willingly touches the warded object until the power ends must make a Wisdom saving throw against your power save DC. On a failed save the creature takes 3d8 psychic damage and recoils from the warded object, on a successful save they take half as much damage and don't recoil from the warded object. Your ability for this power is Intelligence. Second Level Communicate 2nd-level blood sorcery (ritual) Casting Time: 10 minutes Range: Unlimited Components: V, S, M (two points from your blood pool which are consumed by the power; an object belonging to the creature you wish to contact, a silver bowl full of clear water) Duration: 1 minute When you begin casting you take 1d4 slashing damage, which can't be reduced in any way, as you cut open your hand and drip your blood into the water within silver bowl; submerging the object from your intended target under the bloody water. When the ritual is finished you create a telepathic link between yourself and the target creature. The creature can be anywhere on the same plane of existence as you. The power ends if you or the target are no longer on the same plane. Until the power ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. If the target wishes to block the telepathic link, it must succeed a Wisdom saving throw against your power save DC. Your ability for this power is Intelligence. Extinguish Vitae 2nd-level blood sorcery Casting Time: 1 action Range: 30 feet Components: V, S, M (one point from your blood pool which is consumed by the power) Duration: 1 round Choose a creature you can see within range, it must make a Constitution saving throw against your power save DC. On a failed save, the creature has disadvantage on saving throws and can't regain hit points until the start of your next turn. Your ability for this power is Intelligence. Eyes of Babel 2nd-level blood sorcery (ritual) Casting Time: 1 minute Range: Self Components: V, S, M (the eyes and tongue of a creatue that died within the last hour, and two points from your blood pool which are consumed by the power) Duration: 8 hours Plucking the ingredients fresh from the victim, you chew and swallow them. Until the power ends you are able to read, speak and understand one language known to the creature the components were taken from. Illuminate the Trail of Prey 2nd-level blood sorcery (ritual) Casting Time: 1 minute Range: Self Components: V, S, M (a white satin ribbon and two points from your blood pool which are consumed by the power) Duration: 1 hour When you begin casting you take 1d4 slashing damage, which can't be reduced in any way, as you cut open your hand and soak the ribbon in your blood; once the ritual is complete the ribbon sets alight. Class by Michael Williams 11 Choose one creature you are familiar with. Until the power ends, as long as you are on the same plane of existence as the destination, you know how far it is to the creature and in what direction it lies. Truth of Blood 2nd-level blood sorcery (ritual) Casting Time: 1 minute Range: Self Components: V, S, M (one pint of blood from the target creature and two points from your blood pool which are consumed by the power; a vessel to fully contain the blood) Duration: 1 hour When you begin casting you take 1d4 slashing damage, which can't be reduced in any way, as you cut open your hand and mix your blood with the target's in the vessel. For the duration of the power whenever the creature who's blood was used as a component speaks a statement within 30 feet of the vessel the blood within reacts to inform you whether or not the statement is true, as far as the target is aware. This power cannot pierce Cloud Memory, the Forgetful Mind or other memory wiping vampiric powers. Ward Against Spirits 2nd-level blood sorcery (ritual) Casting Time: 10 minutes Range: Touch Components: V, S, M (a handful of salt or a handful of brick dust, and two points from your blood pool which are consumed by the power) Duration: 8 hours When you begin casting you take 1d4 slashing damage, which can't be reduced in any way, as you cut open your hand and you inscribe a ward with your blood. You can inscribe it on an object, such as a book, a scroll, or a treasure chest. The ward can cover an area no larger than a 5 foot radius. If the object is broken or destroyed after you performed this ritual, the ward is broken, and the power ends without being triggered. The ward is nearly invisible and requires a successful Intelligence (Investigation) check against your power save DC to be found. You decide if any creatures do not trigger the ward when you perform the ritual. Once the ritual is complete any celestial, elemental, fey or fiend that willingly touches the warded object until the power ends must make a Wisdom saving throw against your power save DC. On a failed save the creature takes 5d8 psychic damage and recoils from the warded object, on a successful save they take half as much damage and don't recoil from the warded object. Your ability for this power is Intelligence. Warding Circle 2nd-level blood sorcery (ritual) Casting Time: 10 minutes Range: 10 feet Components: V, S, M (a bone from a beast, giant or humanoid creature; two points from your blood pool which are consumed by the power) Duration: 8 hours 12 Class by Michael Williams When you begin casting you take 1d4 slashing damage, which can't be reduced in any way, as you cut open your hand and you draw a circle with the bone dipped in your blood. The warding circle can cover an area no larger than a 10 foot radius. If the surface is moved more than 10 feet from where you performed this ritual, is physically broken or destroyed, the warding circle is broken, and the power ends without being triggered. The warding circle is nearly invisible and requires a successful Intelligence (Investigation) check against your power save DC to be found. You decide if any creatures do not trigger the warding circle when you perform the ritual and whether or not it triggers when creatures attempt to enter or leave the circle. Once the ritual is complete any beast, giant or nonshapechanger humanoid creature that attempts to enter or leave the warding circle (depending on your choice) until the power ends must make a Wisdom saving throw against your power save DC. On a failed save the creature takes 3d8 psychic damage and is unable to enter or exit the circle (depending on your choice) during their turn, on a successful save they take half as much damage and aren't stopped by the warding circle. Your ability for this power is Intelligence. Third Level Blood of Potency 3rd-level blood sorcery Casting Time: 1 action Range: Self Components: V, S, M (one point from your blood pool which is consumed by the power) Duration: 1 minute When you use this power your Blood Potency die increases by one size for the duration, from d4 to d6, d6 to d8, d8 to d10, or d10 to d12. Dagon's Call 3rd-level blood sorcery (ritual) Casting Time: 1 minute Range: Unlimited Components: V, S, M (two points from your blood pool which are consumed by the power; a gold inlaid ceremonial dagger worth at least 200gp) Duration: Instantaneous When you begin casting you take 1d4 slashing damage, which can't be reduced in any way, as you slash your own skin with the ceremonial dagger. Choose one creature who has been exposed to your blood within the last 24 hours, either by drinking it or having it touch their bare skin, that is on the same plane of existence as you. When the ritual is complete, the target makes a Constitution saving throw against your power save DC. On a failed save the target takes a number of blood potency dice equal to half your vampire level (rounded down) in necrotic damage or half as much damage on a successful save. Your ability for this power is Intelligence. Deflection of Wooden Doom 3rd-level blood sorcery (ritual) Casting Time: 1 hour Range: Self Components: V, S, M (wood splinters or shavings, and two points from your blood pool which are consumed by the power) Duration: 24 hours When you begin casting you take 1d4 slashing damage, which can't be reduced in any way, as you mix the pieces of wood with your own blood before drawing a circle around yourself with the mixture. The first attempt at staking the user fails, shattering the stake and blinding the attacker until the end of their next turn. The power then ends. Essence of Air 3rd-level blood sorcery (ritual) Casting Time: 1 hour Range: Self Components: V, S, M (leaves, berries of belladonna, and two points from your blood pool which are consumed by the power; a cooking pot and open flame) Duration: 10 minutes When you begin casting you take 1d4 slashing damage, which can't be reduced in any way, as you mix your blood with the leaves and berries; reducing the mixture down into a potent potion that you drink at the end of the casting time. You gain a flying speed equal to double your walking speed for the duration. The potion has no effect if drunk by another creature. Firewalker 3rd-level blood sorcery (ritual) Casting Time: 1 minute Range: 15 feet Components: V, S, M (one fingertip of the caster per target, and two points from your blood pool which are consumed by the power; a golden chalice or bowl) Duration: 8 hours Choose up to eight creatures you can see within range which may include yourself; when you begin casting you take 1d12 slashing damage, which can't be reduced in any way, for each creature you have chosen as you cut off a finger tip per target, burning them together with your blood in the container. For the duration of the power the chosen targets have resistance to fire damage. If you remove four or more of your fingertips with this power you have disadvantage on Dexterity (Sleight of Hand) checks until you finish a long rest. Scorpion's Touch 3rd-level blood sorcery Casting Time: 1 action Range: 10 feet Components: V, S, M (one point from your blood pool which is consumed by the power) Duration: Instantaneous You take 1d4 slashing damage, which can't be reduced in any way, as you cut open your hand and extend it toward a creature you can see within range, projecting a burst of foul venomous blood at them. The creature must make a Constitution saving throw against your power save DC, taking posion damage equal to your blood potency die and becoming poisoned for 24 hours on a failed save or taking half as much damage and not becoming poisoned on a successful save. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake. Your ability for this power is Intelligence. Ward Against Monsters 3rd-level blood sorcery (ritual) Casting Time: 10 minutes Range: Touch Components: V, S, M (a handful of silver dust worth at least 20gp, and two points from your blood pool which are consumed by the power) Duration: 8 hours When you begin casting you take 1d4 slashing damage, which can't be reduced in any way, as you cut open your hand and you inscribe a ward with your blood. You can inscribe it on an object, such as a book, a scroll, or a treasure chest. The ward can cover an area no larger than a 5 foot radius. If the object is broken or destroyed after you performed this ritual, the ward is broken, and the power ends without being triggered. The ward is nearly invisible and requires a successful Intelligence (Investigation) check against your power save DC to be found. You decide if any creatures do not trigger the ward when you perform the ritual. Once the ritual is complete any aberration, construct, dragon, monstrositiy, ooze, plant, or shapechanger humanoid that willingly touches the warded object until the power ends must make a Wisdom saving throw against your power save DC. On a failed save the creature takes 7d8 psychic damage and recoils from the warded object, on a successful save they take half as much damage and don't recoil from the warded object. Your ability for this power is Intelligence. Warding Circle against Spirits 3rd-level blood sorcery (ritual) Casting Time: 10 minutes Range: 10 feet Components: V, S, M (an iron knife dipped in a mixture of salt and your blood, and two points from your blood pool which are consumed by the power) Duration: 8 hours When you begin casting you take 1d4 slashing damage, which can't be reduced in any way, as you cut open your hand and you draw a circle with the knife dipped in your blood. The warding circle can cover an area no larger than a 10 foot radius. If the surface is moved more than 10 feet from where you performed this ritual, is physically broken or destroyed, the warding circle is broken, and the power ends without being triggered. Class by Michael Williams 13 The warding circle is nearly invisible and requires a successful Intelligence (Investigation) check against your power save DC to be found. You decide if any creatures do not trigger the warding circle when you perform the ritual and whether or not it triggers when creatures attempt to enter or leave the circle. Once the ritual is complete any celestial, elemental, fey or fiend that attempts to enter or leave the warding circle (depending on your choice) until the power ends must make a Wisdom saving throw against your power save DC. On a failed save the creature takes 5d8 psychic damage and are unable to enter or exit the circle (depending on your choice), on a successful save they take half as much damage and aren't stopped by the warding circle. Your ability for this power is Intelligence. Fourth Level Defence of the Sacred Haven 4th-level blood sorcery (ritual) Casting Time: 1 hour Range: Self (20-foot-radius sphere) Components: V, S, M (two points from your blood pool which are consumed by the power) Duration: 12 hours When you begin casting you take 1d4 slashing damage, which can't be reduced in any way, as you cut open your hand to inscribe sigils and glyphs with your blood within the radius. When the ritual is complete a 20-foot-radius sphere of magical darkness springs into existence around and above you, remaining stationary for the duration. Sunlight cannot penetrate the darkness and those inside can percieve the outside as if in darkness. Eyes of the Nighthawk 4th-level blood sorcery (ritual) Casting Time: 10 minutes Range: 10 feet Components: V, S, M (two points from your blood pool which are consumed by the power) Duration: 12 hours With 10 minutes of work, you call forth a flying beast of the night such as owl or a raven; you take 1d4 slashing damage as you cut open your body to feed the creature your blood. Once the casting is complete you form a mental link with the creature, and it follows your commands as best it can. As an action, you can see through its eyes until the power ends as long as you are on the same plane of existence, gaining the benefits of any special senses that the familiar has. During this time, you are blind with regard to your own senses. When the power ends you become blinded for 24 hours unless you kill the creature and remove its eyes before then, which ends the power early and prevents the blinded condition. 14 Class by Michael Williams Incorporeal Passage 4th-level blood sorcery (ritual) Casting Time: 1 minute Range: Self Components: V, S, M (a mirror, and two points from your blood pool which are consumed by the power) Duration: Up to 8 hours When you begin casting you take 1d4 slashing damage, which can't be reduced in any way, as you cut open your hand to drip your blood onto the mirror while chanting before breaking the mirror. For the duration of the power, while you hold a piece of the broken mirror used as a component you become incorporeal, appearing like a translucent spectre. While incorporeal you can't affect or be affected by other creatures except for attacks made by magic weapons, and you ignore all objects and effects except fire and sunlight, allowing you to move through objects. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. Additionally until the power ends you cannot use any other vampiric powers that require one or more points from your blood pool in their components. The power ends early if you are not holding a piece of the broken mirror at the start of your turn. Theft of Vitae 4th-level blood sorcery Casting Time: 1 action Range: 30 feet Components: V, S, M (one point from your blood pool which is consumed by the power) Duration: 1 round Choose a humanoid creature you can see within range, they must make a Wisdom saving throw against your power save DC. On a failed save an arterial wound opens on the target and their blood flies from their veins and into your mouth until the start of your next turn. The creature is stunned and charmed by you for the duration, and its hit point maximum is reduced by an amount equal to five times your vampire level at the end of the duration. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. If you take any damage during this process you must make a Constitution saving throw as if concentrating on a spell; on a failed save the power is interrupted, the target is no longer stunned or charmed by you. If the power is not interrupted you gain two points in your blood pool. If the creature dies when the power ends, you gain an additional point in your blood pool. Your ability for this power is Intelligence. Ward Against Undead 4th-level blood sorcery (ritual) Casting Time: 10 minutes Range: Touch Components: V, S, M (warm ash from a still burning fire, and two points from your blood pool which are consumed by the power) Duration: 8 hours When you begin casting you take 1d4 slashing damage, which can't be reduced in any way, as you cut open your hand and you inscribe a ward with your blood. You can inscribe it on an object, such as a book, a scroll, or a treasure chest. The ward can cover an area no larger than a 5 foot radius. If the object is broken or destroyed after you performed this ritual, the ward is broken, and the power ends without being triggered. The ward is nearly invisible and requires a successful Intelligence (Investigation) check against your power save DC to be found. You decide if any creatures do not trigger the ward when you perform the ritual. Once the ritual is complete any undead creature that willingly touches the warded object until the power ends must make a Wisdom saving throw against your power save DC. On a failed save the creature takes 9d8 psychic damage and recoils from the warded object, on a successful save they take half as much damage and don't recoil from the warded object. Your ability for this power is Intelligence. Warding Circle against Monsters 4th-level blood sorcery (ritual) Casting Time: 10 minutes Range: 10 feet Components: V, S, M (an silver knife dipped in a mixture of wolfsbane and your blood, and two points from your blood pool which are consumed by the power) Duration: 8 hours When you begin casting you take 1d4 slashing damage, which can't be reduced in any way, as you cut open your hand and you draw a circle with the knife dipped in your blood. The warding circle can cover an area no larger than a 10 foot radius. If the surface is moved more than 10 feet from where you performed this ritual, is physically broken or destroyed, the warding circle is broken, and the power ends without being triggered. The warding circle is nearly invisible and requires a successful Intelligence (Investigation) check against your power save DC to be found. You decide if any creatures do not trigger the warding circle when you perform the ritual and whether or not it triggers when creatures attempt to enter or leave the circle. Once the ritual is complete any aberration, construct, dragon, monstrositiy, ooze, plant, or shapechanger humanoid that attempts to enter or leave the warding circle (depending on your choice) until the power ends must make a Wisdom saving throw against your power save DC. On a failed save the creature takes 7d8 psychic damage and are unable to enter or exit the circle (depending on your choice), on a successful save they take half as much damage and aren't stopped by the warding circle. Your ability for this power is Intelligence. Fifth Level Baal's Caress 5th-level blood sorcery Casting Time: 1 action Range: 10 feet Components: V, S, M (two points from your blood pool which are consumed by the power) Duration: Instantaneous You take 1d4 slashing damage, which can't be reduced in any way, as you cut open your hand and extend it toward a creature you can see within range, projecting a burst of foul venomous blood at them. The creature must make a Constitution saving throw against your power save DC, taking a number of blood potency dice equal to half your vampire level (rounded down) in posion damage on a failed save or half as much poison damage on a successful one. Your ability for this power is Intelligence. Cauldron of Blood 5th-level blood sorcery Casting Time: 1 action Range: Touch Components: V, S, M (two points from your blood pool which are consumed by the power) Duration: Instantaneous Make a proficient melee attack using your Strength or Dexterity (your choice) against a creature within range. On a hit the target's blood boils in its veins, taking a number of blood potency dice equal to your vampire level in fire damage. This power ignores resistance to fire damage, and treats immunity to fire damage as resistance. Escape to True Sanctuary 5th-level blood sorcery (ritual) Casting Time: 1 hour Range: 5 feet Components: V, S, M (three points from your blood pool which are consumed by the power) Duration: Instantaneous When you begin casting you take 2d4 slashing damage, which can't be reduced in any way, as you cut open your hand and you draw a circle with your blood. Once the casting is complete the power creates a circle up to 5 feet in diameter on a flat, non-moving surface within range. You may only have two such circles in existence at one time, if you create another you choose which circle is destroyed and each circle persists until it is destroyed. If the surface is moved more than 10 feet from where you performed this ritual, or is physically broken or destroyed, the circle is destroyed. Standing within a circle allows you to teleport to a second circle by using your action, and at the start of your next turn you appear in the other circle. If you take damage before the start of your next turn you must make a Constitution saving throw as if concentrating on a spell, on a failed save the teleportation fails. If you move out of the circle before the start of your next turn the teleportation fails immediately. Class by Michael Williams 15 Heart of Stone 5th-level blood sorcery (ritual) Casting Time: 1 hour Range: Self Components: V, S, M (a stone slab; a wax candle and two points from your blood pool which are consumed by the power) Duration: Until the power is used again When you begin casting you take 1d4 slashing damage, which can't be reduced in any way, as you cut open your hand and you drench the wax candle in your blood. Lying on the stone slab you place the candle on your chest, allow it to burn down towards you, takind 1d4 fire damage at the end of the casting time. Once the casting is complete your heart turns to stone, making you immune to the Stake to the Heart vampire weakness and immune to the charmed condition. However you have disadvantage on any Charisma (Deception), Charisma (Persuasion) and Charisma (Performance) checks you make and are unable to use any vampiric powers from the Presence discipline. Performing this ritual again removes its effects. Shaft of Belated Dissolution 5th-level blood sorcery (ritual) Casting Time: 1 hour Range: Self Components: V, S, M (a stake carved of rowan wood, inscribed with baneful runes, and three points from your blood pool which are consumed by the power) Duration: Until the power is used again When you begin casting you take 1d4 slashing damage, which can't be reduced in any way, as you cut open your hand and you drench the rowan wood stake in your blood while blackening it in a wood fire, reciting the incantations over and over. Once the casting is complete a magical stake is created; the stake is a simple weapon that deals 1d6 piercing damage on a hit. The stake has a +3 bonus to its attack and damage rolls. You can only create one such stake at a time; creating a new stake in this way destroys the previous one. On a hit against a vampire a splinter of the stake breaks off inside the target, which must succeed a Constition saving throw against your power save DC. On a failed save the target's hit point maximum is reduced by 1d6+3 and every 24 hours they must repeat the saving throw, ending the effect on a success; the target dies and is reduced to ash if their hit point maximum is reduced to 0. On a critical hit against a vampire the target must succeed a Constition saving throw against your power save DC. On a failed save the target dies instantly and is reduced to ash at the start of your next turn. The effect of the stake can be stopped by spells such as dispel magic (it is considered a 9th level spell) and can be suppressed by effects such as antimagic field. Your ability for this power is Intelligence. 16 Class by Michael Williams Warding Circle against Undead 5th-level blood sorcery (ritual) Casting Time: 10 minutes Range: 10 feet Components: V, S, M (a rowan wand dipped in a mixture of warm ash from a still burning fire and your blood, and two points from your blood pool which are consumed by the power) Duration: 8 hours When you begin casting you take 1d4 slashing damage, which can't be reduced in any way, as you cut open your hand and you draw a circle with the knife dipped in your blood. The warding circle can cover an area no larger than a 10 foot radius. If the surface is moved more than 10 feet from where you performed this ritual, is physically broken or destroyed, the warding circle is broken, and the power ends without being triggered. The warding circle is nearly invisible and requires a successful Intelligence (Investigation) check against your power save DC to be found. You decide if any creatures do not trigger the warding circle when you perform the ritual and whether or not it triggers when creatures attempt to enter or leave the circle. Once the ritual is complete any undead that attempts to enter or leave the warding circle (depending on your choice) until the power ends must make a Wisdom saving throw against your power save DC. On a failed save the creature takes 9d8 psychic damage and are unable to enter or exit the circle (depending on your choice), on a successful save they take half as much damage and aren't stopped by the warding circle. Your ability for this power is Intelligence. Celerity First Level Cat's Grace 1st-level celerity Casting Time: None Range: Self Components: None Duration: Until the power is no longer prepared While you have this power prepared you cannot be knocked prone by non-magical means. Additionally you have advantage on Dexterity (Acrobatics) checks, Dexterity saving throws and saving throws against effects that would knock you prone. Rapid Reflexes 1st-level celerity Casting Time: None Range: Self Components: None Duration: Until the power is no longer prepared While you have this power prepared you may take the Dodge action as a bonus action on your turn, and if you have not taken the Dodge action on your previous turn you are considered in half cover when you are targeted by ranged attacks and spells from attackers you can see. Additionally you may use your bonus action on a turn to ignore the loading property of weapons you are wielding. Second Level Fleetness 2nd-level celerity Casting Time: 1 action Range: Self Components: S, M (one point from your blood pool which is consumed by the power) Duration: 1 minute For the duration of the power you add your Dexterity modifier twice to any Dexterity based skill checks and your movement speed is doubled. Additionally you may add your Dexterity modifier to your AC (even if it already benefits from your Dexterity modifier) against one melee attack that would hit you as a reaction, to do so you must see the attacker. Third Level Blink 3rd-level celerity Casting Time: 1 bonus action Range: Self Components: S, M (one point from your blood pool which is consumed by the power) Duration: Instantaneous When you use this power you may move in a straight line up to double your movement speed towards an object or creature without provoking opportunity attacks. Fourth Level Draught of Elegance 4th-level celerity Casting Time: 1 hour Range: Self Components: S, M (an empty bottle or vial, one point from your blood pool which is consumed by the power) Duration: Instantaneous You saturate your blood with the power of celerity and distill it into an invigorating draught, filling the bottle or vial. A creature other than you who drinks this draught gains a bonus to Dexterity checks and saving throws equal to half your Dexterity modifier (rounded down, minimum of 1), however they are also charmed by you. Both effects last until the creature finishes a short or long rest. The draught loses its potency after 24 hours. Unerring Aim 4th-level celerity, requires one 2nd level auspex power Casting Time: 1 bonus action Range: Self Components: S, M (one point from your blood pool which is consumed by the power) Duration: Instantaneous When you use this power your next ranged attack on your turn gains a +5 bonus to the attack roll. Fifth Level Lightning Strike 5th-level celerity Casting Time: 1 bonus action Range: Self Components: S, M (one point from your blood pool which is consumed by the power) Duration: Instantaneous When you use this power your next melee attack on your turn gains a +5 bonus to the attack roll. Alternatively you gain a +5 bonus to the next Strength (Athletics) check you make to grapple or shove a creature. Traversal 3rd-level celerity Casting Time: 1 action Range: Self Components: S, M (one point from your blood pool which is consumed by the power) Duration: Instantaneous When you use this power your movement speed is doubled and you gain the ability to move along vertical surfaces and across liquids without falling during the move until the end of your turn. Class by Michael Williams 17 Split Second 5th-level celerity Casting Time: 1 bonus action Range: Self Components: S, M (one point from your blood pool which is consumed by the power) Duration: 1 round When you use this power you gain the following until the start of your next turn: You make one additional attack when you take the attack action. Your movement speed is doubled. You can take one reaction per turn, rather than only one per round. You may use your reaction to impose disadvantage on an attack aginst you. You may use your reaction to gain advantage on a Dexterity saving throw you are required to make. Dominate First Level Cloud Memory 1st-level dominate Casting Time: 1 bonus action Range: 30 feet Components: V Duration: Instantaneous Choose one creature within range that can see and hear you. The target must make a Wisdom saving throw against your power save DC. On a failed save the target forgets the current moment and everything else within the last minute. Your ability for this power is Charisma. Compel 1st-level dominate Casting Time: 1 action Range: 30 feet Components: V Duration: 1 minute Choose one creature you can see within range that can see, hear and understand you. The target must make an Intelligence saving throw against your power save DC. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save you issue the target a single-action command, no longer than a short sentence, that it feels compelled to obey. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends. Approach me. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. 18 Class by Michael Williams Drop your belongings. The target spends its action each turn removing its weapons, armour and any items from its person. Flee from me. The target spends its turn moving away from you by the fastest available means. Grovel at my feet. The target falls prone and then ends its turn. Stay in place. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. Compelling the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the power. At the end of each of its turns for the duration, the target may repeat the Intelligence saving throw. Your ability for this power is Charisma. Second Level Dementation 2nd-level dominate, requires one 2nd level obfuscate power Casting Time: 1 action Range: 30 feet Components: V, M (one point from your blood pool which is consumed by the power) Duration: Concentration, up to 1 minute Choose one creature you can see within range that can see, hear and understand you. The target must make an Intelligence saving throw against your power save DC. On a failed save the creature is afflicted by a dementation from the table below for the power's duration: Dementations d10 Effect 1–3 Hunger. The target feels increasingly hungry to the point where it becomes ravenous and insatiable. They spend their action eating any food on their person or within 5 feet of them. If there is none, they move towards the nearest food source they can see and attempt to eat it; if no conventional food is present the target tries eating the nearest creature. 4–5 Dominance. The target feels the growing need to prove their dominance and control over others. The target spends it action on its turn taunting its opponents. 6–7 Harm. The target feels compelled to destroy or hurt those around them, even friends. The target uses their action to attack the nearest creature to them by either taking the attack action or casting a spell that deals damage; focusing on one creature until it dies before attacking another. 8–9 Paranoia. The target tries to end or escape the danger by any means, whether running or begging for their life. The target becomes frightened of you and spends its turns trying to move as far away from you as its speed allows. 10 You choose the effect the target suffers. Your ability for this power is Charisma. Mesmerize 2nd-level dominate Casting Time: 1 action Range: 30 feet Components: V, M (one point from your blood pool which is consumed by the power) Duration: 1 hour You issue a command (limited to a sentence or two) to a creature you can see within range that can see, hear and understand you. Creatures that can't be charmed are immune to this effect. Mesmerizing the creature to do some obviously harmful act ends the power. The target must make an Intelligence saving throw against your power save DC. On a failed save, it is charmed by you and pursues the course of action you described to the best of its ability. The issued command can continue for the entire duration. If the issued command can be completed in a shorter time, the power ends when the target finishes what it was asked to do. Your ability for this power is Charisma. Third Level Submerged Directive 3rd-level dominate Casting Time: None Range: Self Components: None Duration: Until the power is no longer prepared When using the Mesmerize power you can now specify conditions that will trigger your complex commands rather than have the target carry them out immediately. For example, you might command a knight give their warhorse to the first beggar they meet. If the condition isn't met before the power expires, the activity isn't performed. When used in this way, Mesmerize has a duration of 24 hours. The Forgetful Mind 3rd-level dominate Casting Time: 1 action Range: 30 feet Components: V, S, M (one point from your blood pool which is consumed by the power) Duration: Concentration, up to 1 minute You attempt to reshape another creature's memories. One creature that you can see must make an Intelligence saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another power or a spell, this power ends, and none of the target's memories are modified. While this charm lasts, you can affect the target's memory of an event that it experienced. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event. You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the altered memories to take root. Its mind fills in any gaps in the details of your description. If the power ends before you have finished describing the altered memories, the creature's memory isn't altered. Otherwise, the altered memories take hold when the power ends. An altered memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical altered memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a altered memory too nonsensical to affect a creature in a significant manner. A remove curse or greater restoration spell cast on the target restores the creature's true memory. Your ability for this power is Charisma. Fourth Level Rationalize 4th-level dominate Casting Time: None Range: Self Components: None Duration: Until the power is no longer prepared While you have this power prepared, creatures now believe that anything they do under the influence of your Dominate powers was a result of their own free will, and defend their actions, however absurd. If pressed on their belief, an affected creature can make an Wisdom (Insight) check against your power save DC. Your ability for this power is Charisma. Fifth Level Mass Manipulation 5th-level dominate Casting Time: None Range: Self Components: None Duration: Until the power is no longer prepared While you have this power prepared your Cloud Memory, Compel, Mesmerize, Dementation and The Forgetful Mind powers may target a number of creatures up to your Charisma modifier (minimum of 2) instead of one. Targeting additional creatures in this way requires one point from your blood pool in addition to the amount required by the power used. Class by Michael Williams 19 Terminal Decree Toughness Fortitude Third Level First Level 3rd-level fortitude Casting Time: 1 action Range: Self Components: S, M (one point from your blood pool which is consumed by the power) Duration: 1 minute For one minute you gain resistance to fire damage, and take only half the damage from your Sunlight Hypersensitivity and Harmed by Running Water flaws. 5th-level dominate Casting Time: None Range: Self Components: None Duration: Until the power is no longer prepared While you have this power prepared you may now issue commands with your Compel and Mesmerize powers that are directly harmful to the target. Unless you have the Rationalize power prepared, the target creature makes an additional saving throw against the power used each time it takes damage from the harmful command. Resilience 1st-level fortitude Casting Time: None Range: Self Components: None Duration: Until the power is no longer prepared While you have this power prepared, your current and maximum hit points increase by an amount equal to your Constitution modifier multiplied by your Vampire level (minimum of 0). Defy Bane Fortify the Inner Facade Second Level 3rd-level fortitude Casting Time: 1 action Range: Self Components: V, M (one point from your blood pool which is consumed by the power) Duration: 1 hour For the duration of the power, your mind can't be read or detected, creatures can't telepathically communicate with you unless you allow it, you and anything you're wearing is immune to the effects of divination spells, and you have advantage on Intelligence, Wisdom, and Charisma saving throws. Enduring Beasts Fourth Level Unswayable Mind 1st-level fortitude Casting Time: None Range: Self Components: None Duration: Until the power is no longer prepared While you have this power prepared, you add your Constitution modifier (minimum of 0) to any saving throws you make against being charmed. 2nd-level fortitude, requires one 1st level animalism power Casting Time: 1 action Range: 60 feet Components: S, M (one point from your blood pool which is consumed by the power) Duration: 1 minute For one minute, one beast of your choice that you can see within range gains temporary hit points equal to your Constitution modifier multiplied by your level (minimum of 1). 20 2nd-level fortitude Casting Time: 1 action Range: Self Components: S, M (one point from your blood pool which is consumed by the power) Duration: 1 minute For the duration of the power, you reduce all nonmagical damage you take by an amount equal to your Constitution modifier (minimum of 0). This reduction is done before any applicable resistances or vulnerabilities are taken into account. Class by Michael Williams Draught of Endurance 4th-level fortitude Casting Time: 1 hour Range: Self Components: S, M (an empty bottle or vial, one point from your blood pool which is consumed by the power) Duration: Instantaneous You saturate your blood with the power of fortitude and distill it into an invigorating draught, filling the bottle or vial. A creature other than you who drinks this draught gains a bonus to Constitution checks and saving throws equal to half your Constituion modifier (rounded down, minimum of 1), however they are also charmed by you. Both effects last until the creature finishes a short or long rest. The draught loses its potency after 24 hours. Fifth Level Flesh of Marble 5th-level fortitude Casting Time: 1 action Range: Self Components: S, M (two points from your blood pool which are consumed by the power) Duration: 1 minute For the duration of the power, you gain immunity to nonmagical bludgeoning, piercing and slashing damage; additionally the first time you take damage in a round, the damage you take is halved. Prowess from Pain 5th-level fortitude Casting Time: 1 action Range: Self Components: V, S, M (one point from your blood pool which is consumed by the power) Duration: 1 minute For the duration of the power, you gain a bonus depending on your current hit points: If you have no more than three-quarters of your hit points left you gain a +1 bonus to your Strength and Dexterity scores. If you have no more than half of your hit points left you gain an additional +1 bonus to your Strength and Dexterity scores. If you have no more than one quarter of your hit points left you gain an additional +2 bonus to your Strength and Dexterity scores. The above bonuses are cumulative with one another as you lose hit points and as you regain hit points you lose the relevant bonus. The bonuses to your Strength and Dexterity scores may increase them above 20, but not above 24. Obfuscate First Level Cloak of Shadows 1st-level obfuscate Casting Time: 1 action Range: Self Components: S Duration: 1 minute For the duration of the power when taking the Hide action, you become invisible until the power ends. This power ends early if you move. Silence of Death 1st-level obfuscate Casting Time: 1 action Range: Self Components: S Duration: 1 minute For the duration of the power, you silence your footsteps, clothing, minor collisions, and other sounds of your person when you make a successul Dexterity (Stealth) check when taking the Hide action. A creature attempting a Wisdom (Perception) check to detect you using their hearing fails automatically without the aid of magic or a special sense. Second Level Unseen Passage 2nd-level obfuscate Casting Time: 1 action Range: Self Components: S, M (one point from your blood pool which is consumed by the power) Duration: 10 minutes For the duration of the power, you gain a +5 bonus to Dexterity (Stealth) checks when taking the Hide action, and a creature attempting a Wisdom (Perception) check to detect you using their sight fails automatically without the aid of magic or a special sense. Third Level Mask of a Thousand Faces 3rd-level obfuscate Casting Time: 1 action Range: Self Components: S, M (one point from your blood pool which is consumed by the power) Duration: 1 minute For the duration of the power, a mundane illusion shrouds you. Any creature viewing you sees a forgettable face of the same gender and approximate build and height as you. Your clothes take on the same kind of blandness, depending on the environment, for example in a castle you might appear as a servant, while you may seem to wear rags in back alley slums. You may appear differently to different creatures, and a creature that loses sight of you may perceive you differently when next they see you. The illusion wrought by this power may fail to hold up to physical inspection. A creature that touches you must make an Intelligence (Investigation) check against your power save DC. On a success the creature is no longer affected by the power, otherwise the creature perceives the illusion as real. Your ability for this power is Charisma. Fourth Level Conceal 4th-level obfuscate, requires one 3rd level auspex power Casting Time: 1 action Range: Touch Components: S, M (one point from your blood pool which is consumed by the power) Duration: Concentration, up to 1 hour You touch one willing creature or one object, such as a door, a cart, or a small house, that is no larger than 20 feet on a side. For the duration of the power the object is invisible. Class by Michael Williams 21 Vanish 4th-level obfuscate, requires one 1st level obfuscate power Casting Time: None Range: Self Components: None Duration: Until the power is no longer prepared You are now able to hide from a creature that can see you clearly; additionally when you use an Obfuscate power with a range of self in sight of a creature, that creature must make a Wisdom saving throw against your power save DC. If you are fighting the creature, it has advantage on the saving throw. On a failed save the creature forgets having seen you for the next minute. Your ability for this power is Charisma. Fifth Level Cloak the Gathering 5th-level obfuscate Casting Time: None Range: Self Components: None Duration: Until the power is no longer prepared When using an Obfuscate power with a range of self, you may spend an additional point from your blood pool to grant the benefits of the power to a number of creatures other than yourself equal to your Wisdom modifier (minimum of 1). Imposter's Guise 5th-level obfuscate, requires one 3rd level obfuscate power Casting Time: 1 minute Range: 30 feet Components: S, M (one point from your blood pool which is consumed by the power) Duration: 8 hours When you use this power choose one creature the same size and body type as you that you can see, you study the creature intensely. For the duration of the power you take on the appearance of the target; even being able to unerringly mimic the speech patterns and accent of the creature if you hear speak during the casting time, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language. Oblivion First Level Ashes to Ashes 1st-level oblivion Casting Time: 1 action Range: 10 feet Components: S, M (one point from your blood pool which is consumed by the power) Duration: 1 minute You take 1d4 slashing damage, which can't be reduced in any way, as you cut open your hand and extend it toward a corpse or undead creature you can see within range, projecting a burst of vitae onto them. 22 Class by Michael Williams A corpse struck by your vitae will begin to dissolve into ash over the next minute. An undead creature makes a Constitution saving throw against your power save DC; on a failed save they take necrotic damage, that can't be reduced in any way, equal to your blood potency die at the start of each of their turns for the duration of the power. The undead creature repeats the Constitution save at the end of its turns, ending the effect of the power on a success. Your ability for this power is Constitution. Oblivion's Sight 1st-level oblivion Casting Time: None Range: Self Components: None Duration: Until the power is no longer prepared While you have this power prepared, you can see normally in dim light and darkness, both magical and nonmagical, to a distance of 120 feet. Shadow Cloak 1st-level oblivion Casting Time: None Range: Self Components: None Duration: Until the power is no longer prepared While you have this power prepared, you gain a +5 bonus to any Charisma (Intimidation) and Dexterity (Stealth) checks you make. Summon Spirit 1st-level oblivion (ritual) Casting Time: 1 hour Range: 10 feet Components: V, S, M (an object that belonged to a creature that has been dead no longer than a century; two points from your blood pool which are consumed by the power) Duration: Instantaneous When you begin casting you take 1d4 slashing damage, which can't be reduced in any way, as you cut open your hand and drench the chosen object in your blood, calling forth a summoned spirit. It manifests in an unoccupied space that you can see within range at the end of the casting time. This corporeal form uses the Summoned Spirit stat block. The creature may be an ally to your and your companions or it may be hostile (DM's discretion); although the summoned spirit will invariably become hostile if you threaten the object used as a component for this power. In combat, the creature shares your initiative count, but it takes its turn immediately after yours; however it is under no obligation to follow your orders and acts independently. The summoned spirit disappears if it, or the object used in this power is moved more than 120 feet from the point it was summoned; otherwise the spirit remains on the material plane until it drops to 0 hit points and disappears. The summoned spirit is unaware of the limiation to how far it can move unless it has been subject to this power previously. The mindless corpses continue until they complete the command given to them and then drop dead immediately afterwards; regardless of completing the command given to them they drop dead at the end of the power's duration. Summoned Spirit Medium undead, any alignment Armor Class 11 Hit Points 13 (3d8) Speed 0 ft., fly 40 ft. (hover) STR DEX CON INT Mindless Corpse Medium undead, neutral evil WIS CHA 7 (-2) 13 (+1) 10 (+0) 10 (+0) 12 (+1) 11 (+0) Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, necrotic, poison Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses passive Perception 11 Languages the languages it knew in life Challenge 1/2 (100 XP) Incorporeal Movement. The spirit can move through other creatures and objects as if they were difficult terrain. It takes 3 (1d6) force damage if it ends its turn inside an object. Actions Withering Touch. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 7 (2d6) necrotic damage. The Gift of False Life 1st-level oblivion (ritual), requires the ashes to ashes 1st level oblivion power Casting Time: 10 minutes Range: 10 feet Components: V, S, M (a humanoid's corpse for each mindless corpse you intend to create; a small concoction of blood, phlegm and bile and two points from your blood pool which are consumed by the power) Duration: 8 hours When you begin casting you take 1d4 slashing damage, which can't be reduced in any way, as you cut open your hand and apply your blood along with the vile concoction to a number of corpses of humanoid creatures you intend to raise, up to your Wisdom modifier (minimum of 1), within 10 feet of you. At the end of the casting time the corpses are raised as undead, using the statistics of a mindless corpse. You issue a simple command when the corpses are raised such as, “sweep the floor,” “hold this door shut,” or “walk around the house perimeter”; the mindless corpses have no ability to think or calculate, so conditional or complicated commands such as “attack the next person to walk through this archway,” “drive this cart,” or “build a shack” do not work. They may be directed towards a specific target for attack or other action if you point at them when issuing the command. Armor Class 8 Hit Points 4 (1d8) Speed 20 ft. STR DEX 9 (-1) 6 (-2) CON INT WIS CHA 10 (+0) 3 (-4) 6 (-2) 5 (-3) Damage Immunities poison Condition Immunities charmed, poisoned Senses darkvision 60 ft., passive Perception 8 Languages understands all languages it spoke in life but can't speak Challenge 0 (10 XP) Mindless. The mindless corpse does not react to motion, words, or interference from anyone but its creator; it also does not defend itself from attacks, granting advantage to attack rolls made against it. Undead Fortitude. If damage reduces the mindless corpse to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the mindless corpse drops to 1 hit point instead. Actions Slam. Melee Weapon Attack: +1 to hit, reach 5ft., one target. Hit 1 (1d4 - 1) bludgeoning damage. Class by Michael Williams 23 Second Level Arms of Ahriman 2nd-level oblivion, requires one 2nd level potence power Casting Time: 1 action Range: 30 feet Components: S, M (one point from your blood pool which is consumed by the power) Duration: Concentration, up to 1 minute You summon a number of shadowy apendages up to your Wisdom modifier (minimum of 1) from areas of dim light or darkness you can see within range. When you use this power, you can cause each appendage to strike at one creature within 10 feet of the area of dim light or darkness in which it was summoned. The targeted creature must make a Dexterity saving throw against your power save DC; on a failed save the target takes bludgeoning damage equal to your blood potency die + your Wisdom modifier, it is restrained and the appendage can't restrain another target. While an appendage is restraining a target, you can use a bonus action to have the appendage crush it. When you do so, the target takes bludgeoning damage equal to your blood potency die + your Wisdom modifier. On each of your turns until the spell ends, you can use your action to direct the appendages to strike in this way again, targeting the same creatures or different ones. A creature restrained by an appendage makes a Wisdom saving throw against your power save DC at the end of each of their turns, ending the restrained condition on a success. An appendage is destroyed instantly if it comes into contact with bright light or sunlight; the power ends early if all summoned appendages are destroyed. Your ability for this power is Wisdom. Awaken the Homuncular Servant 2nd-level oblivion (ritual) Casting Time: 10 minutes Range: 10 feet Components: V, S, M (a small knife or dagger; a body part or an animal carcass no larger than a small dog that is unable to fly, a small concoction of urine, fecal matter and semen and two points from your blood pool which are consumed by the power) Duration: 8 hours When you begin casting you coat the blade in the concoction and stab it into the body part or carcass used in the power's components, then you take 1d4 slashing damage, which can't be reduced in any way, as you cut open your hand and massage your blood into the soon to be servant. At the end of the casting time the body part or carcass becomes alive for the duration of the power, using the Homuncular Servant stat block. Your servant acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. If the servant is more than 300 feet away from you it immediately falls unconscious and remains that way until it is within 300 feet of you once again. At the end of the power's duration the servant dies. 24 Class by Michael Williams Homuncular Servant Tiny undead, neutral evil Armor Class 12 Hit Points 2 (1d4) Speed 20 ft., climb 20 ft STR DEX CON INT WIS CHA 13 (+1) 14 (+2) 11 (+0) 5 (-3) 10 (+0) 4 (-3 Skills Stealth +4 Damage Immunities poison Condition Immunities charmed, exhaustion, poisoned Senses blindsight 30 ft. (blind beyond this radius), passive Perception 10 Languages understands the languages of its creator but can't speak Challenge 0 (10 XP) Telepathic Bond. While the homuncular servant is within 300 feet of its master, it can magically convey what it senses to its master, and the two can communicate telepathically. Turn Immunity. The homuncular servant is immune to effects that turn undead. Actions Claw. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 3 (1d4 + 1) bludgeoning or slashing damage (servant's choice). Compel Spirit 2nd-level oblivion (ritual) Casting Time: 1 minute Range: 30 feet Components: V, S, M (an object that belonged to the target creature; two points from your blood pool which are consumed by the power) Duration: Concentration, up to 8 hours When you begin casting you take 1d4 slashing damage, which can't be reduced in any way, as you cut open your hand and cast a handful of your blood towards your target. Choose one undead creature you can see within range that has the incorporeal movement trait; if the object you use in this power's components never belonged to the target creature this power fails immediately. The target must make a Wisdom saving throw against your power save DC, it has disadvantage on the saving throw if you threaten to harm or destroy the object that belonged to the target. On a failed save you can issue a command to the target (limited to a sentence or two) that the target will pursue to the best of its ability until it completes the command or the power ends; it then becomes hostile to you and your allies. Using this power on a summoned spirit, created by the summon spirit power, allows it to move further than 120 feet from the point it was summoned however when it completes the command or the power ends the spirit drops also to 0 hit points and disappears, returning to the realm of the dead. Your ability for this power is Wisdom. Shadow Cast 2nd-level oblivion Casting Time: 1 action Range: Self Components: S, M (one point from your blood pool which is consumed by the power) Duration: 1 hour You conjure a supernatural shadow from your body for the duration of the power. You are able to direct your conjured shadow at will, elongating or distorting (but not detaching) it up to twice your size in any dimension, or moving it around yourself; though it can sometimes act on its own accord, at the DM’s discretion. In combat, unless unless elongated or distorted, it occupies a 5-foot space adjacent to you (however the space is still considered unoccupied), laying flat on surfaces such as floors and walls, but does not physically obstruct other creatures in that space. You gain advantage on Intimidation checks against any creature within the shadow's reach and the first time on a turn a creature enters the space your shadow occupies it must succeed a Wisdom saving throw against your power save DC or become frightened of you until the end of its next turn. Anyone observing you can notice the shadow cast from no visible light source by succeeding on Wisdom (Perception) check against your power save DC. If the supernatural shadow touches direct sunlight it is instantly destroyed. Your ability for this power is Wisdom. Third Level Aura of Decay 3rd-level oblivion Casting Time: 1 action Range: Self (15-foot radius) Components: S, M (one point from your blood pool which is consumed by the power) Duration: Concentration, up to 1 minute Each creature that starts its turn within a 15 foot radius of you for the duration of the power must make a Constitution saving throw against your power save DC. On a failed save the creature takes 3d8 necrotic damage and is poisoned for the duration of the power. This power has no effect on constructs or undead. Any nonmagical plant within the radius that isn't a creature, such as a tree or shrub, simply withers and dies. Any food and drink in the radius immediately spoils; any creature that ingests the spoiled food makes a Constitution saving throw as if they started their turn in the power's radius. Your ability for this power is Wisdom. Host Spirit 3rd-level oblivion (ritual), requires the aura of decay 3rd level oblivion power Casting Time: 1 minute Range: 10 feet Components: S, M (a gift for the targeted creature; a parasitic bug, and two points from your blood pool which are consumed by the power) Duration: Concentration, up to 1 hour When you begin casting you choose one undead creature that has the possession action and present the gift to the target; you then take 2d4 slashing damage, which can't be reduced in any way, as you rip two teeth from your mouth and bite into the parasitic bug with your remaining teeth. Opening your mouth wide you offer the target the chance to possess your body. Whether or not the target creature accepts your gift and invitation is at the DM's discretion, based on the target's disposition towards you. If the target possesses your body you gain a +3 bonus to your Strength, Dexterity, and Constitution scores until the power ends. This may raise your scores above 20 but not above 30. You can hear the target in your head, with its advice, cajoling, or supportive words (Dm's discretion). The target may share memories with you and it may, at the DM's discretion, grant you proficiency with a skill or tool it knew in life while it is posessing you. However the creature possessing you may, at the DM's discretion, attempt to take full control of your body; the creature makes a Charisma saving throw against your power save DC. On a failed save it remains as a passenger until the power ends; on a successful saving throw it takes control of you until the power ends as if you failed a saving throw against its possession action. This power ends early if you drop to 0 hit points or the creature is forced out by an effect like the dispel evil and good spell. When the possession ends, the creature reappears in an unoccupied space within 5 feet of you. Your ability for this power is Wisdom. Passion Feast 3rd-level oblivion, requires the toughness 2nd level fortitude power Casting Time: 1 action Range: 15 feet Components: S Duration: Instantaneous You attempt to devour the fire inside a nearby soul. Choose one creature you can see within range, that creature must make a Wisdom saving throw against your power save DC. On a failed save the creature takes psychic damage equal to your blood potency die plus your Wisdom modifier, it is incapacitated until the end of its next turn and its Wisdom score is reduced by an amount equal to your Wisdom modifier (minimum of 1) until it finishes a short or long rest; if a creature's Wisdom score is reduced to 0 by this power it is stunned until it regains at least one point of Wisdom. Additionally on a failed save you gain one blood point that lasts until you finish a short or long rest. Your ability for this power is Wisdom. Class by Michael Williams 25 Shadow Perspective 3rd-level oblivion Casting Time: 1 action Range: 60 feet Components: S, M (one point from your blood pool which is consumed by the power) Duration: 1 hour Choose one shadow you can see within range, for the duration of the power you perceive from the shadow's perspective as if looking through a window or hole, as well as your normal senses. Your presence in the shadow is undetectable by anything but magical means, such as truesight. Shambling Hordes 3rd-level oblivion (ritual), requires the aura of decay 3rd level oblivion power Casting Time: 1 minute Range: 10 feet Components: V, S, M (a living humanoid creature, one point from your blood pool which is consumed by the power) Duration: Instantaneous When you begin casting you rip into the humanoid's neck with your fangs and it takes damage as if you'd used your hungering bite on it (although you do not regain hit points); if the humanoid does not drop to 0 hit points, the power fails. Otherwise you spill the blood of the deceased humanoid on a number of other humanoid corpses within range up to your Wisdom modifier (minimum of 1). The power raises the corpses as undead creatures, each using the Shambling Horde stat block. On each of your turns, you can use a bonus action to mentally command any creature you made with this power if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature moves towards the nearest creature (other than you) and uses its multiattack action against it if it can. Once given an order, the creature continues to follow it until its task is complete. A creature created by this power is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this power on the creature again before the current 24-hour period ends. This use of the power reasserts your control over up to five creatures you have created with this power, rather than animating any new ones; additionally rather than requiring a living humanoid for the material component it only requires one point from your blood pool which is consumed by the power. 26 Class by Michael Williams Shambling Horde Medium undead, neutral evil Armor Class 8 Hit Points 37 (5d8 + 15) Speed 20 ft. STR DEX CON INT WIS CHA 13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3) Saving Throws Wis +0 Damage Immunities poison Condition Immunities charmed, poisoned Senses darkvision 60 ft., passive Perception 8 Languages understands all languages it spoke in life but can't speak Challenge 1 (200 XP) Mindlessly Aggressive. On its turn, unless issued a command, the shambling horde moves towards the nearest creature and takes the multiattack action against it if it can. Undead Fortitude. If damage reduces the shambling horde to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the shambling horde drops to 1 hit point instead. Actions Multiattack. The shambling horde makes two slam attacks. Slam. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 8 (2d6 + 1) bludgeoning damage. Touch of Oblivion 3rd-level oblivion Casting Time: 1 action Range: Touch Components: S, M (one point from your blood pool which is consumed by the power) Duration: 1 minute Make a melee attack using your Wisdom modifier against a creature you can reach. On a hit, the target takes necrotic damage equal to three of your blood potency dice and you affect the target with one of the following effects based on the damage rolled: Damage Roll Effect 3-8 Shortened muscles. The creature's speed is halved and it can't make more than one melee or ranged attack during its turns for 1 minute. At the end of each of its turns it makes a Constitution saving throw against your power save DC, ending the effect on a success. 9-13 Withered limbs. The target has disadvantage on attack rolls and ability checks using strength and falls prone unless assisted for 1 minute. At the end of each of its turns it makes a Constitution saving throw against your power save DC, ending the effect on a success. 14-18 Blinded The creature is blinded for 1 minute. At the end of each of its turns it makes a Constitution saving throw against your power save DC, ending the blinded condition on a success. 19–23 Mental Atrophe. The creature is stunned for 1 minute. At the end of each of its turns it makes a Constitution saving throw against your power save DC, ending the stunned condition on a success. 24+ Rapid total necrosis. The creature is instantly reduced to 0 hit points as its body quickly withers. A creature is immune to this effect if it is immune to necrotic damage, has legendary actions, is a construct or is undead. Such a creature instead takes an 6d8 necrotic damage. Your ability for this power is Wisdom. Fourth Level Bind the Spirit 4th-level oblivion (ritual), requires the necrotic plague 4th level oblivion power Casting Time: 1 minute Range: Self (120-foot radius) Components: V, S, M (an object that belonged to a creature under the influence of your compel spirit power, a living humanoid creature; sufficient salt to surround the desired area, and two points from your blood pool which are consumed by the power) Duration: Instantaneous When you begin casting you rip into the humanoid's neck with your fangs and it takes damage as if you'd used your hungering bite on it (although you do not regain hit points); if the humanoid does not drop to 0 hit points, the power fails. Otherwise you mix the blood of the deceased humanoid into the salt; you then take 1d4 slashing damage, which can't be reduced in any way, as you cut open your hand to combine your blood with the mixture. Placing the object down within reach, you use the mixture to draw a circle around it and the creature under the influence of your compel spirit power with a radius no wider than 120 feet. Once complete the creature under the influence of your compel spirit power is bound within the circle and unable to leave as if prevented by an invisible wall, the effect of your compel spirit power ends on the creature (but it does not drop to 0 hit points if it would), the creature immediately becomes hostile to all creatures it can see, and it remains in the circle until it drops to 0 hit points or is moved outside the circle by magical means. Necrotic Plague 4th-level oblivion Casting Time: 1 action Range: Touch Components: S, M (one point from your blood pool which is consumed by the power) Duration: Special Make a melee attack using your Wisdom modifier against a creature you can reach. On a hit, the target is poisoned for 1 minute and must make a Constitution saving throw at the start of their next turn. On a failed save, the target's maximum hit points are reduced by an amount equal to your Vampire level and it rolls on the following table, gaining the corresponding disease for a number of days equal to your Wisdom modifier (minimum of 1). The disease is unable to be cursed by non-magical means but otherwise recovers at the end of the duration. Roll Effect 1 Blinding Sickness. Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded. 2 Filth Fever. A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength. 3 Flesh Rot. The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage. 4 Mindfire. The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat. 5 Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity. 6 Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn. Using this power shifts your alignment towards evil; changing from good to neutral or from neutral to evil depending on your current alignment. Your ability for this power is Wisdom. Class by Michael Williams 27 Split the Shroud 4th-level oblivion (ritual), requires the necrotic plague 4th level oblivion power Casting Time: 1 minute Range: 10 feet Components: V, S, M (a blade that's been used to cut into something living, a living humanoid creature, a silk sheet large enough to cover a medium creature, chalk or charcoal, and one point from your blood pool which is consumed by the power) Duration: 1 minute When you begin casting you rip into the humanoid's neck with your fangs and it takes damage as if you'd used your hungering bite on it (although you do not regain hit points); if the humanoid does not drop to 0 hit points, the power fails. Otherwise you soak the silk sheet in the humanoid's blood, spread it out on the ground or against a wall before cutting it with the blade; creating a portal to the realm of the dead. At the start of each of your turns for the duration an undead creature emerges from the portal. Roll a d6 each turn to determine what appears: d6 Creature 1 Shadow 2 Spectre 3 Poltergeist 4 Banshee 5 Ghost 6 Wraith The creature is hostile to all creatures, including you, except creatures summoned by this power. The creature shares your initiative count, but it takes its turn immediately after yours. If a creature attempts to enter the portal from the material plane they are instantly transported to a random location in the Shadowfell. Stygian Shroud 4th-level oblivion Casting Time: 1 action Range: 30 feet Components: S, M (one point from your blood pool which is consumed by the power) Duration: Concentration, up to 1 minute Choose a point in dim light or darkness you can see within range, the darkness there spreads to cover a 30-foot radius circle for the duration. The darkness spreads around corners and covers any creatures within its radius. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded and deafened. Each creature that starts its turn in the area or that enters it during its turn takes 3d12 necrotic damage. Your ability for this power is Wisdom. 28 Class by Michael Williams Umbrous Clutch 4th-level oblivion Casting Time: 1 action Range: 60 feet Components: S, M (one point from your blood pool which is consumed by the power) Duration: Instantaneous Choose one creature you can see within range that is in bright or dim light. That creature must make a Strength saving throw against your power save DC as inky black tendrils attempt to pull them through their own shadow. On a failed save the creature disappears from its current location and instantly reappears in an unoccupied space within 5 feet of you, and it is both frightened of you and stunned until the end of your next turn. Your ability for this power is Wisdom. Fifth Level Ex Nihilo 5th-level oblivion (ritual), requires the withering spirit 5th level oblivion power Casting Time: 10 minutes Range: Self (10-foot radius) Components: V, S, M (two coins of any value and a mask per target creature, a bowl, and four points from your blood pool which are consumed by the power) Duration: Special When you begin casting you take 3d4 slashing damage, which can't be reduced in any way, as you cut open your hand and poor your blood into the bowl. You then coat the soles of yourself and an additional number of creatures up to your Wisdom modifier (minimum of 1) that you have material components for. Once complete you and the chosen creatures are transported to the Shadowfell in a location relative to where you were on the material plane. You can end this power by using an action to do so, upon which you and the chosen creatures are material plane in a location relative to where you were in the Shadowfell. Any creatures on 0 hit points or who are dead are not returned to the material plane when this spell ends. This power also ends if you drop to 0 hit points or die. Lazarene Blessing 5th-level oblivion (ritual) Casting Time: 1 minute Range: 10 feet Components: V, S, M (a knife or dagger, a living humanoid creature; incense, the heart of any beast, powdered silver, and one point from your blood pool which are consumed by the power) Duration: Instantaneous When you begin casting you rip into the humanoid's neck with your fangs and it takes damage as if you'd used your hungering bite on it (although you do not regain hit points); if the humanoid does not drop to 0 hit points, the power fails. Otherwise you cut out the heart of the humanoid creature and replace it with the heart of a beast (the new heart doesn't need to be connected or working), before pouring the powdered silver over the open eyes of the dying creature. Then you choose one undead creature that has the possession action and invite it to possess the dying creature. Whether or not the target creature accepts the invitation is at the DM's discretion, based on the target's disposition towards you. If the target possesses the dying creature, then at the end of the casting time the humanoid rises with 1 hit point and the target of the power in control of the body, the new heart functions normally and any hit points the body had are regained when it finishes a long rest. The humanoid keeps its Strength, Dexterity and Constitution scores but gains the Intelligence, Wisdom, Charisma and alignment of the target. This possession lasts indefinitely and only ends if the humanoid body dies or if the target is forced out by an effect like the dispel evil and good spell. Shadow Step 5th-level oblivion Casting Time: 1 action Range: 120 feet Components: S, M (one point from your blood pool which is consumed by the power) Duration: Instantaneous Provided you are in an area of dim light or darkness you can teleport to another area of dim light or darkness you can see within range. You arrive at exactly the spot desired within the chosen area of dim light or darkness. You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing or grappled creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this power. Tenebrous Avatar 5th-level oblivion Casting Time: 1 action Range: Self Components: S, M (two points from your blood pool which are consumed by the power) Duration: Concentration, up to 1 minute You transform the very substance of your being, including everything you are wearing and carrying, into a living shadow. While in this form you are incorporeal, immune to all damage except fire and radiant damage from sunlight, and you are able to move up, down, and across vertical surfaces and upside down along ceilings as if you have a climbing speed equal to your movement speed. You can pass through small holes, narrow openings, and even mere cracks, though you treat liquids as though they are solid surfaces. However you are unable to take bonus actions or reactions and are only able to use your action to attempt to envelop another creature within 5 feet of you. The creature must make a Dexterity saving throw against your power save DC, taking 3d12 necrotic damage and being grappled by you on a failed save; on a successful save the creature takes half as much damage and isn't grappled. If you have a creature grappled you can instead use your action to deal the grappled creature 3d12 necrotic damage or to begin feeding on them as if you had used your hungering bite feature. Your ability for this power is Wisdom. Withering Spirit 5th-level oblivion Casting Time: 1 action Range: Touch Components: S, M (two points from your blood pool which are consumed by the power) Duration: Instantaneous You channel raw entropy via rapid spiritual decay, potentially obliterating the target's soul. Make a proficient melee attack using your Wisdom modifier against a creature you can reach. On a hit, the target takes psychic damage equal to your blood potency die plus your Wisdom modifier, it is incapacitated until the end of its next turn and it must also make a Wisdom saving throw. On a failed save its Charisma score is reduced by an amount equal to twice your Wisdom modifier (minimum of 2); if a creature's Charisma score is reduced to 0 by this power it is stunned until it regains at least one point of Charisma. If the creature dies while under the effects of this power it soul is permenantly destroyed and it can't be restored to life with clone, raise dead, or reincarnation. A resurrection, miracle, or wish spell can return the target to life, but only if the caster succeeds on a DC 15 spellcasting check. At the end of every 7 days, the creature can repeat its saving throw against this power. If it succeeds on its saving throw, the power ends. Using this power shifts your alignment towards evil; changing from good to neutral or from neutral to evil depending on your current alignment. Your ability for this power is Wisdom. Potence First Level Lethal Body 1st-level potence Casting Time: None Range: Self Components: None Duration: Until the power is no longer prepared While you have this power prepared, your unarmed strikes can deal bludgeoning damage equal to your blood potency die + your Strength modifier on a hit. Class by Michael Williams 29 Soaring Leap 1st-level potence Casting Time: None Range: Self Components: None Duration: Until the power is no longer prepared While you have this power prepared, you do not need to move before making a high jump or long jump at full distance. Additionally the distance you can jump is doubled. Second Level Prowess 2nd-level potence Casting Time: 1 action Range: Self Components: S, M (one point from your blood pool which is consumed by the power) Duration: 1 hour For the duration of the power, you gain advantage on Strength checks and saving throws. Additionally you may add your Strength modifier twice instead of once to the damage of your unarmed strikes. Third Level Brutal Feed 3rd-level potence Casting Time: None Range: Self Components: None Duration: Until the power is no longer prepared While you have this power prepared, the necrotic damage you deal with your hungering bite is doubled; additionally when you successfully feed on a creaure, you gain two points in your blood pool instead of one. Spark of Rage 3rd-level potence, requires one 3rd level presence power Casting Time: 1 bonus action Range: 30 feet Components: S, M (one point from your blood pool which is consumed by the power) Duration: Instantaneous Choose a number of creatures within range up to your Charisma modifier (minimum of 1) that can see you. The targets must make a Intelligence saving throw against your power save DC. On a failed save, a target must immediately use their reaction to make a melee or ranged attack against the nearest creature they can see. Your ability for this power is Charisma. Uncanny Grip 3rd-level potence Casting Time: 1 action Range: Self Components: S, M (one point from your blood pool which is consumed by the power) Duration: 1 hour 30 Class by Michael Williams For the duration of the power, you gain a climbing speed equal to your movement speed. Additionally you have advantage on Strength (Athletics) checks made to climb or to grapple a creature. Fourth Level Draught of Might 4th-level potence Casting Time: 1 hour Range: Self Components: S, M (an empty bottle or vial, one point from your blood pool which is consumed by the power) Duration: Instantaneous You saturate your blood with the power of potence and distill it into an invigorating draught, filling the bottle or vial. A creature other than you who drinks this draught gains a bonus to Strength checks and saving throws equal to half your Strength modifier (rounded down, minimum of 1), however they are also charmed by you. Both effects last until the creature finishes a short or long rest. The draught loses its potency after 24 hours. Fifth Level Earthshock 5th-level potence Casting Time: 1 action Range: Self (15-foot radius) Components: S, M (two points from your blood pool which are consumed by the power) Duration: Instantaneous You slam the ground below with raw force, sending out a shockwave. Each creature other than you within range must make a Strength saving throw against your power save DC. On a failed save, a creature takes bludgeoning damage equal to four blood potency dice plus your Strength modifier, is incapactitated until the end of its next turn and is knocked prone; on a successful save a creature takes half as much damage and isn't incapacitated or knocked prone. A structure or nonmagical object that isn't being worn or carried also takes double the damage if it's in the power's area. The ground around you becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand. Your ability for this power is Strength. Fist of Caine 5th-level potence Casting Time: 1 action Range: Self Components: S, M (one point from your blood pool which is consumed by the power) Duration: 1 minute For the duration of the power, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally they ignore resistance to their damage type and treat immunity as resistance. Presence First Level Awe 1st-level presence Casting Time: 1 action Range: Self Components: V Duration: 1 minute For the duration of the power, you add your Charisma modifier twice instead of once when making Charisma (Persuasion) checks. Additionally you're unable to use the Daunt Presence power at the same time. Daunt 1st-level presence Casting Time: 1 action Range: Self Components: V Duration: 1 minute For the duration of the power, you add your Charisma modifier twice instead of once when making Charisma (Intimidation) checks. Additionally you're unable to use the Awe Presence power at the same time. Second Level Lingering Kiss 2nd-level presence Casting Time: None Range: Self Components: None Duration: Until the power is no longer prepared While you have this power prepared when you successfully feed on a creature, and if the creature has at least 1 hit point, you can choose to grant the creature a bonus. If you do, the creature gains a bonus equal to your Charisma modifier to all Charisma (Persuasion) and Charisma (Performance) rolls until the creature finishes a long rest; when the effect ends the creature must make a Wisdom saving throw against your power save DC. On a failed save the creature gains a level of exhaustion each time they finish a long rest while not under the effect of this power. Your ability for this power is Charisma. Third Level Dread Gaze 3rd-level presence Casting Time: 1 bonus action Range: 30 feet Components: S, M (one point from your blood pool which is consumed by the power) Duration: Instantaneous Choose one creature within range that can see you, they must succeed a Wisdom saving throw against your power save DC. On a failed save, it is frightened of you until the end of its next turn and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. If the creature fails the save by 5 or more, it is stunned until the end of its next turn instead of frightened. Your ability for this power is Charisma. Entrancement 3rd-level presence Casting Time: 1 action Range: 30 feet Components: V, S, M (one point from your blood pool which is consumed by the power) Duration: 8 hours Choose one humanoid you can see within range that can see you. The target must succeed on a Wisdom saving throw against your power save DC. On a failed save the target is charmed by you. The charmed target regards you as a trusted friend to be heeded and protected. Although the target isn't under your control, it takes your requests or actions in the most favorable way it can, and it is a willing target for your hungering bite. Each time you or your companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the power lasts 8 hours or until you die, you are on a different plane of existence than the target, or you take a bonus action to end the power. Your ability for this power is Charisma. Fourth Level Irresistible Voice 4th-level presence, requires one 1st level dominate power Casting Time: None Range: Self Components: None Duration: Until the power is no longer prepared While you have this power prepared, targets of your Dominate powers need only to hear and understand you to be affected. Summon 4th-level presence Casting Time: 10 minutes Range: Unlimited Components: V, S, M (one point from your blood pool which is consumed by the power) Duration: 24 hours Choose one creature who has previously been a target of your Awe, Entrancement, or Majesty powers. You call out to the creature in question, beckoning that they come to your side. As long as they are on the same plane of existence as you the creature hears the call in its mind, recognizes you as the sender, knows your location, and feels compelled to try to reach you. While attempting to reach you the creature doesn't move into obviously dangerous ground, such as a fire or a pit. Class by Michael Williams 31 If the creature wishes to resist the compulsion they must succeed an Intelligence saving throw against your power save DC. On a successful save the creature continues to hear the summoning but no longer feels compelled to try to reach you. Your ability for this power is Charisma. Fifth Level Majesty 5th-level presence Casting Time: 1 action Range: Self (30-foot radius) Components: V, S, M (two points from your blood pool which are consumed by the power) Duration: 1 minute Each creature of your choice that can see you within range must succeed a Wisdom saving throw against your power save DC. On a failed save the creature is charmed by you for the duration. While a target is charmed, you can issue verbal commands to the creature, which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. While a target is charmed, able to see you, and isn't following a command issued by you, it is incapacitated and has its movement speed reduced to 5 feet for the duration. Each time a target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends for that creature. Your ability for this power is Charisma. Protean First Level Eyes of the Beast 1st-level protean Casting Time: 1 bonus action Range: Self Components: S Duration: 8 hours Your eyes gain a supernatural red gleam, giving them even greater sight. While this power is active you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet and gain advantage on Charisma (Intimidation) rolls made against creature who can see you. You can end this power at will (no action required) and it ends automatically when it is no longer prepared. 32 Class by Michael Williams Weight of a Feather 1st-level protean Casting Time: 1 bonus action Range: Self Components: S Duration: 1 hour You reduce your mass and density, making yourself almost weightless. While this power is active you do not set off traps such as pressure plates nor do you leave footprints in surfaces such as mud or snow, and your rate of descent when falling slows to 60 feet per round until the power ends. However your jumping distance is halved and you deal only half damage with weapon attacks that use Strength. You can end this power at will (no action required) and it ends automatically when it is no longer prepared. Second Level Feral Weapons 2nd-level protean Casting Time: 1 bonus action Range: Self Components: S, M (one point from your blood pool which is consumed by the power) Duration: 1 hour You extend your natural weapons to monstrous proprotions, eloganted dagger-like fangs or vicious scything claws. While this power is active and you hit with an attack using your hungering bite or unarmed strikes you roll one additional damage die. Third Level Earth Meld 3rd-level protean Casting Time: 1 action Range: Touch Components: V, S, M (one point from your blood pool which is consumed by the power) Duration: 24 hours You sink into a dirt, grass or sand surface large enough to fully contain your body, melding yourself and all the equipment you carry with the surface for the duration. Nothing of your presence remains visible or otherwise detectable by nonmagical senses. While merged with the earth, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells and use powers on yourself while submerged in the surface. You can use your movement to leave the surface where you entered it, which ends the power. You otherwise can't move. Minor physical damage to the surface doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The surface's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered. Shapechange 3rd-level protean Casting Time: 1 action Range: Self Components: V, S, M (one point from your blood pool which is consumed by the power) Duration: Concentration, up to 1 hour You transform yourself into a new form which lasts for the duration, or until you drop to 0 hit points or die. The new form can be any beast whose challenge rating is equal to or less than a quarter your level (rounded down) and the same size as you. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While you are transformed, the following rules apply: Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them. When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. You can't cast spells, user vampire powers and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast. You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense. You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form. Fourth Level Metamorphosis 4th-level protean, requires the shapechange 3rd level protean power Casting Time: None Range: Self Components: None Duration: Until the power is no longer prepared While you have this power prepared, you may transform into a new form that is a different size to you when using the shapechange power. Additionally you may transform into a swarm of Small or smaller beasts, like a swarm of rats or swarm of ravens. Fifth Level Mist Form 5th-level protean Casting Time: 1 action Range: Self Components: V, S, M (two points from your blood pool which are consumed by the power) Duration: Concentration, up to 1 hour You transform into a Medium cloud of mist. While in mist form you can't take any actions or reactions, and you can't speak or manipulate objects. You are weightless, gain a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, your mist form can do so without squeezing, and you can’t pass through water. You have advantage on Strength, Dexterity, and Constitution saving throws, and you are immune to all nonmagical damage, except the damage you take from sunlight. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious or die. The Unfettered Heart 5th-level protean Casting Time: None Range: Self Components: None Duration: Until the power is no longer prepared While you have this power prepared, you are immune to the effects of the "Stake to the Heart" flaw from your Vampiric Nature feature. Class by Michael Williams 33 Additional Works Hello! Hopefully you've enjoyed what you read here! If you're interested in checking out other things I've done, here's some things that may take your fancy: The Lycanthrope All lycanthropes get their curse from somewhere. Were you born with it, transferred from the blood of your parents? Were you bitten by another lycanthrope during an adventure or attack on your home? Did you get cursed by some craven mage who sought to punish you? Was it a life you chose to accept, being granted such power by a deity? That's what this class explores, covering all types of lycanthropy! A strong and very customisable martial class for those who want to walk on the wild side. Check it out here! The Spellblade There exists a versatile brand of warriors who combine the talents of both casting and combat into one deadly blend of death and destruction. These are the Spellblades, a rare but powerful figure certain to be more than a match for most foes. A capable magical and martial class that fans of the Eldritch Knight and the Hexblade are sure to love! Check it out here! Honorable Heroes Ever thought encounters with humanoid enemies seemed a little samey? Wanted to spice things up with a few new surprises for your players? Honorable Heroes has you covered! A set of 29 humanoid "hero" stat blocks with CRs ranging from 5 to 9, each has their own unique combat style to challenge your party; it even has rules for your players to use the new armour, gear, and weapons that the heroes carry. Check it out here! The Oath Daemonicus A Paladin subclass primarily designed for evil aligned player characters and evil NPCs, and inspired by the possessed warrior monks of a dark and far flung future this subclass lets you invite a demon along for the ride; adding a whole new dimension to making an oath. Check it out here! College of Metal A strange breed of Bards the members of the college of metal are known for their love of loud music and raucous, nearviolent parties which often involve a strange form of dancecombat; a style copied by their more enthusiatic fans. A fan of heavy metal? A lover of power chords and killer shreds? No matter the world, where there is music one can still rock. A martial bard with a twist, the College of Metal shoots to thrill. Check it out here! 34 Class by Michael Williams The Inquisitor The Inquisitor is a class designed to represent those dedicated to a cause; be it foiling fiends, stopping spellcasters or annihilating aberrations Inquisitors will stop at nothing to thwart the machinations of their foes. Drawing inspiration from both its pathfinder counter-part and a grim, far-distant future it's a half-caster with its own list of spells capable of both martial prowess and support magic to harry foes and help allies. Check it out here! Advanced Arcaneries Vol.1 A collection of 46 new spells designed to add some variety and innovation to your caster's spell lists! Every spell has been balanced for it's level and lists the classes and subclasses that can access these newfound powers. Check it out here! Armour, Items, and Weapons Galore! This collection of gear includes 45 new melee weapons, 6 new ranged weapons, 7 new firearms, 4 new sets of armour, 3 new types of shields and 8 new pieces of equipment all designed to add the spice of variety into your games and character builds; from the mundane such as Bardiches and Broadswords to the exotic such as Meteor Hammers and Kusarigama there's bound to be something for everyone! Check it out here! Way of the Brick Brawler Monks of the Way of the Brick Brawler are taught to study the ways in which anything around them can be made into a weapon, from the smallest stone to the biggest brick. Inspired by brash brawlers, and savvy street fighters the Way of the Brick Brawler brings a uniquely resourceful style of martial arts, capable with anything they have to hand. If you're a fan of Jackie Chan (or even Gambit) this is one subclass to check out! Check it out here! School of Explosion Magic Apathetic to Abjuration? Tired of Transmutation? Bored of Bladesinging and disinterested in Divination? Well have I got the school of magic that's right for you: Explosion Magic! Who needs things like shatter or fireball when you can create cataclysmic columns of conccussive catastrophe with but a few spell slots and a modicum of time! Learn the secrets of the most powerful magic known to all the planes but be warned, such incantations can toll a heavy price if one strains themselves too far; for the pay off may be mighty but so too will be the cost! Check it out here! Gnoll, Kitsune & Rat-men A three pack of different races to add some more variety to your adventuring parties and worlds, complete with racial feats, naming conventions & height & weight tables! Check it out here!