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The Vampire (v2, 2022-01-30)

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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!
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