Vampire and Lycanthrope Player Options

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DnD 5e Vampire and Lycanthrope Player Options

Vampires

A shadow moves across the night as it creeps up onto an unsuspecting victim, readying to feed.

Vampires are creatures born from darkness and undeath, they are cunning monsters who feed on the blood of mortals.


Roleplaying a Vampire


Vampires are the embodiment of corruption, lust, and deceitfulness as they are required to commit on these acts in order to sustain themselves. Most vampires have chosen to become such and many serve a Vampire Lord or an Archdevil. Many Vampires gain their blood through methods of manipulation and bribery. The question of roleplaying a vampire is not whether you have given into darkness or not, its how have you given into your darkest temptations. How has Vampirism twisted your virtues and amplified your vices? Perhaps you were an honorable vampire hunter in your past life but after being turned, only a burning hatred persists and you focus it on the undead, willing to do anything to hunt down your enemies, even embracing their ways. Perhaps your character was a compassionate, yet aging noble who saw Vampirism as a means of escaping the grasp of death and vampirism has twisted his compassion into petty manipulation with intents to live just a bit longer. Think about what is good about your character as a vamire and twist it into a mockery of what your character was in his lifetime.

Keep in mind that vampires can still care and love, and even try to walk an honest path and maybe you try to do such a thing, but this doesn't mean that your character is flawless, give them a critical flaw such as a warped view of everything or perhaps they've gone mad. The limits are endless. Be sure to roleplay out the burning hunger for blood and how your characters deal with it. The craving for blood is much stronger than the craving for food for a starving mortal. Vampires gain a small moment of peace, goodness, and serenity each time they take even a small sip of blood, and addiction is innevitable.


Vampire Traits

As a vampire, you gain the following traits

Ability Score Increase. Your intelligence and charisma increase by 1.

Age. Vampires are of the age which they were turned. They do not age. You do not age and are immune to being magically aged.

Appearance. Vampires look how they were when they were mortal, but usually have more gaunt facial features, paler skin, and usually clouded or red eyes.

Alignment. Vampires are naturally drawn to more evil alignments as they are required to take the blood of the living. Most vampires end up manipulating society such as kings and mayors and tend to be lawful evil. However, vampires of all alignments exist.

Language. You can speak common and one other language of your choice.

Superior Darkvision. As a vampire, darkness does not impede your vision except for magical darkness. You can see in all darkness as if it were bright light up to 120ft.

Sunlight Sensitivity. You gain disadvantage on all checks which rely on sight while in direct sunlight. While in sunlight, you take fire damage equal to your player level. This damage ignores any resistance to fire damage which you may have.

Movement. Your base movement speed is 30ft

Size. Your size is determined by your subrace

Undead. You are considered as undead for the purposes of many healing spells and effects and you gain the undead subtype. You do not need to eat, drink, and breathe and you do not age. You are required to drink the blood of mortals and you must rest in your resting place. You are also resistant to poison damage and have advantage against saving throws against being poisoned. You are also immune to disease.

Undying Fortitude. Whenever you are reduced to 0 hit points by any damage other than radiant damage or from a critical hit, you may make a charisma saving throw equal to 5+ half the amount of damage taken. If you succeed the saving throw you instead rise back up with 1 hp instead.

You may use this ability a number of times equal to your charisma modifier and regain all expended uses after a long rest.

Bite Attack. You gain a bite attack which you can use to drain enemies. You can use strength or charisma for the attack and damage rolls of the bite attack and it counts as a natural weapon. It deals 1d6 necrotic damage and you regain hit points equal to the damage which you dealt. If you make this attack against a grappled, willing, restrained or incapacitated creature, you can make this attack with advantage.

The damage of the bite attack increases to 1d8 at 6th level

Whenever you reduce a creature to 0hp with your bite attack, you gain an additional ability determined by your subrace.

Unarmed Strike. You can use a d6 in place of your unarmed strike damage and whenever you make an unarmed strike against a creature, you can attempt to grapple them as a bonus action.

Vampiric Weaknesses. As a vampire you gain the following flaws

Forbiddance. You may not enter consecrated grounds without permission. Each turn you spend in blessed grounds without permission, you take 2d8 force damage and moving in blessed grounds which you are not invited in counts as difficult terrain for you.

Harmed by Running Water. Each turn you start in running water, you take force damage equal to twice your player level.

Stake to the heart. If a piercing weapon made of wood is pierced into your heart, then you are paralyzed until the weapon is removed.

Vampiric Vulnerabilities. Whenever you take radiant damage or damage from a silvered weapon, you take an additional damage die of the damage..

Spiderclimb. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Subraces

The subraces for the vampire are listed below, these races represent specific bloodlines of vampirism.

Strigoi

The Strigoi are a group of vampires who are practitioners of dark necromancy and death magic. Vampirism has twisted the strigoi and given them a more bat like appearance with tighter and grayer skin and pointy gray ears.


Ability Score Increase. Your Charisma increases by 1

Strigoi Death Magic. You learn the chill touch cantrip and one other cantrip from the wizard spell list. At 2nd level you learn the false life spell and the ray of sickness spell. Charisma is your spellcasting ability for these spells and you may cast these spells a number of times equal to your charisma modifier. You gain all expended uses when you take a long rest.

Strigoi Necromancy. Whenever you reduce a creature to 0hp with your bite attack, they die and you may choose to bring them back as a zombie. You may only have 1 zombie under your control using this ability. At higher levels the amount of zombies you can have increases to 2 at 5th level, 3 at 11th level, and 4 at 17th level.

Grim Appearance. When interacting with humanoids and living beings, you gain disadvantage on all Charisma(Persuasion) checks but advantage on all Charisma (Intimidation) checks.

Moroi

The Moroi are a bloodline of Vampires who harness the powers of the shadow, they are swift and sadistic.


Ability Score Increase. Your Dexterity increases by 2

Sever Hands. The Moroi are able to separate their hands from their bodies. As an action you may choose to reduce your maximum hp by a number equal to your player level in order to summon a crawling claw. This crawling claw can act in combat, taking its own turn in initiative and you may also use it to make sleight of hand checks from 60ft away. You may choose to reattach the claw back to your hand and if you choose to do so, you regain the max hp lost from this ability. The hand disappears and you regain all lost hp on a long rest.

Cunning Stealth. You gain proficiency in the stealth and sleight of hand skills

Shadow Magic. Beginning at 3rd level, you learn the pass without a trace spell, you may cast it once without using a spell slot.

Death Stride. Whenever you reduce an enemy to 0hp with your bite attack, you gain a rush of energy as your movement speed increases by 10ft and immediately after reducing someone to 0hp with the bite attack, you can choose to teleport to any place you can see within 60ft of you.

Vespertilion

The Vespertilion are ae bloodline who are in closer harmony with the beasts of the night. The Vespertilion can call upon bats, wolves, snakes, and rats.


Ability Score Increase. Your Wisdom increases by 1

Children of the Night. Whenever you reduce an enemy to 0hp with your bite attack, you can use your reaction to summon 1 wolf to your aid. The amount of wolves you can conjure increases to 3 at 5th level, 5 at 11th level, and 7 at 17th level. The wolves stay for 1 hour before they leave. You may alternitavely call a rat instead of a wolf, or a poisonous snake.

Venomous Bite. Whenever you hit an enemy with an attack, you may choose to deal additional poison damage equal to 1d10+twice your player level.

Whenever you use this ability you may not do so again until you take a long or short rest.

Kollumari

The Kollumari are an order of Vampires who harness their inner vampiric strength to crush their enemies in combat. They call upon their inner strength and brute force in order to perfect their martial capacities


Ability Score Increase. Your Strength or Constitution increases by 2

Kollumari Toughness. You gain 1 additional hit point and your hit point maximum increases by half your player level rounded down.

Brutal Striker. Whenever you reduce an enemy to 0hp or roll a critical hit, you may make another attack as a reaction.

Bloodthirsty. Whenever you reduce a creature to 0hp using your bite attack, you gain additional temporary hit points equal to your charisma modifier

Lycanthropes

A lycanthrope is a mortal being who wields powers of beasts. Lycanthropes are born as half mortal and half wolf. Lycans are born with the ability to transform into powerful monstrous weapons and have many primal urges which call for destruction. Lycans usually try to control these urges lest they become enveloped with a powerful darkness. A lycan who gives into their inner darkness is lost as they become a completely different person.

Roleplaying a Lycan


As a Lycan you should roleplay your connection with nature as well as with your inner conflict. Will you give into your inner darkness or stay true to righteousness? Many Lycans are hunted down by non Lycans and especially by vampires. Most Lycanthropes hate the undead, however some Lycanthrope who have given into darkness usually dabble with Necromancy and work with the undead.

Keep in mind that many Lycans are proud of their Animalistic Heritage, but seeming too proud as well as too hopeless may be seen as giving into your inner darkness. Many Lycanthropes are afraid of those Lycans who have given into their darkness to the point of hunting down evil Lycanthropes and killing them.

Lycan Traits

As a Lycanthrope, you gain the following traits.

Ability Score Increase. Your strength and wisdom increases by 1

Age. Lycanthropes age at the same rate as humans but live about 50 years longer.

Appearance. Lycanthropes look similar to humans, although they may have a bit more hair and more animalistic eye colors. Most Lycanthrope also have sharper teeth and claws. In their hybrid form, they appear as a typical Werewolf, a towering humanoid wolf with an intimidating look.

Alignment. Lycans view themselves as protectors of nature and as peaceful beings placed with both a curse and a gift. Most Lycans tend to be good, but the ones who have embraced darkness are usually evil. Werewolves naturally tend towards chaos as they do not appreciate the strict confines of law, believing in a live in the moment point of view.

Darkvision. You have superior vision in dark and dim Conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only shades of gray.

Language. You can speak Common and Sylvan

Movement. Werewolves tend to be a bit faster than most creatures. You have a movement speed of 35ft.

Improved Unarmored. When you are not wearing heavy armor, you gain a +1 to ac.

Animalistic Instinct. You gain natural claws and fangs. You may use a d4 in place of your unarmed strikes and this damage increases to a d6 at 3rd level.

Keen Senses. You gain proficiency in perception and have advantage on perception checks which rely on smell.

Werewolf Weaknesses. You gain vulnerability to silvered weapons and weapons coated in wolfsbane.

Wolfshape. As an action, you may polymorph into a wolf. You may only use this ability once per long or short rest. Beginning at 4th level you can choose to polymorph into a direwolf instead.

Lycan Subraces

Not all Lycans are the same, certain Lycanthropes are born of different origins.

Beastwalker

Beastwalkers are Lycanthropes who are more beast than man. They are very in tune with nature and the natural forces.

Ability Score Increase. You gain a +1 to strength

Form of Nature. Whenever you use your wolfshape ability, you may alternitavely transform into any beast of a CR of 1/2 or lower.

Hunter of Beasts. You may cast the spell Hunter's Mark Once per long rest without expending a spell slot or material components.

Balvarine

Balvarines are Werewolves born in the cold. They are much harsher than most other werewolves and stalk the snow.

Ability Score Increase. You gain a +1 to constitution

Menacing. You gain proficiency in the intimidation skill

Frostborn. You gain resistane to cold damage.

Bleeding Attacker. When you deal a critical hit with an attack, you deal an additiona 1d4 damage to the attack.

Divine One

The Divine Wolves are Lycanthropes who have divine essence within them. Whether it was bestowed as a gift from a god or whether you were born with it, you have divine essence in you.

Ability Score Increase. Your wisdom or charisma increases by 1

Holy Protector. You gain resistance to radiant damage.

Healing Touch. As an action, you may touch a person and they regain hp equal to your player level plus your proficiency bonus. This does not work on undead or constructs.

Once you use this ability you may not do so again until you take a long or short rest.

Dunewalker

The Dunewalkers are Lycanthropes dedicated to the preservation of knowledge from the ancient deserts. The Dunewalkers are werewolves who are less martial, and more focused to the preservation of ancient texts of the old Desserts. Dunewalkers contain all sorts of Lore, from information about mummies to knowledge of lost gods.

Ability Score Increase. Your intelligence increases by 1

Knowledgeable. You gain proficiency in 2 skills of your choice

Resevoir of Forgotten Lore. You gain access to the prestidigitation cantrip and the Thaumaturgy cantrip. Intelligence is your spellcasting ability for it.

Fey-Touched

The Fey-Touched Wolves are Lycanthropes who have a deep connection with the Fey and with nature.

Ability Score Increase. Your dexterity increases by 1

Fey-Ancestry. You have advantage on saving throws against being charmed

Faery Magic. You learn the Thornwhip, and Mold Earth Cantrip. You may also cast the Faery Fire spell once per long rest without expending a spell slot. Wisdom is your spellcasting ability for these cantrips.

Fiendborn

The Fiendborn are Lycanthropes who were born with fiendish energies within them.

Ability Score Increase. You gain a +1 to charisma

Demonology. You gain access to the chill touch cantrip. Charisma is your spellcasting ability for it.

From the Abyss. You are able to speak Abyssal and gain resistance to necrotic damage.

Witchborn

The Witchborn Lycan is one who was born with the essence of some dark arcane force within them. Perhaps they were cursed by a hag or were possessed by an evil spirit as a young child.

Ability Score Increase. You gain a +2 to intelligence

Witches Curse. You learn the Infestation cantrip and the Find familiar Spell. Intelligence is your spellcasting ability for these spells. You may cast find familiar once per long rest without expending a spell slot or material components.

Shadow Wolves

The Shadow Wolves are Lycanthropes who practice in the arts of stealth, deception, and shadows. Though these wolves may appear evil, they still uphold the core values of the Lycanthrope culture. Shadow Wolves have a more meditative and peaceful outlook and prefer to wait in the shadows for the right opportunity.

Ability Score Increase. Your dexterity and wisdom increase by 1

Keen Mind. You gain proficiency in the insight or stealth skill

Shadow Magic. You learn the minor illusion and Prestidigitation cantrips, beginning at 3rd level you learn the darkness spell and at 4th level you learn the invisibility spell. You may cast these spells once per long rest without expending a spell slot.

The Judicians

The Judicians are Lycanthropes of a specific clan who believe in the ways of chivalry and knightlyhood. These wolves enforce rigid standards in order to fight against darkness.

Ability Score Increase. Your charisma increases by 1

Chivalrous Weapons Training. You gain proficiency in martial weapons and shields.

Commanding Pressence. Once per long rest, you may choose up to 3 creatures as you fill them with confidence. They gain temporary hp equal to your charisma modifier plus your wisdom modifier (Minimum of 1) and for the next minute, they gain a d4 which they can add to one ability check, attack, or saving throw of their choice.

##### Evil Lycanthropes Lycanthrope characters can be evil without giving into darkness. A werewolf however, does give into darkness if they've done an act which defiles nature. Acts such as delving too deep into necromancy, destroying a soul, significantly harming nature, or doing an act of great evil will all make a Lycanthrope give into Darkness. As a DM, its up to you to determine which actions exactly turn a werewolf Dark. A werewolf who has given into darkness is listed below and players may chose to play as one with DM permission. The DM may also allow non Dark Lycanthropes to give into Darkness. When a Werewolf goes dark, they cannot go back except by means of a wish spell.

Dark Moon Lycanthrope

When a Lycanthrope gives into their darkness, they gain immense power from the dark side of their Lycanthropic heritage as their powers become stronger, however, this comes at a cost.

Becoming a Dark Lycanthrope

When becoming a Dark Moon Lycanthrope, you change the following stats of your subrace with the ones listed below.

Dark Lycanthrope Traits


Ability Score Increase. Your charisma increases by 1

Baleful Strike. As an action, you may envelop yourself with hateful energy. While this effect is active, Once per turn whenever you hit an enemy with an attack you can deal additional psychic damage to the enemy equal to your player level.

This effect lasts for 1 minute and Once you use this ability, you may not use it again until you take a long or short rest.

Acolyte of Darkness. You gain the Thaumaturgy Cantrip as well as the Bane spell. You can cast bane once per long rest without expending a spell slot. Charisma is your spellcasting ability for these spells.

Limitless. You may add your charisma modifier to the amount of times you are able to shift into your wolf form.

Feats

Below are some Feats for Vampires and Lycanthropes.

Sage of the Moon

Prerequisite. Lycanthrope Race


Increase your wisdom by 1 to a maximum of 20

You have mastered the art of the old magics. You learn 2 cantrips from the druid spell list and 1 druid spell. Wisdom is your spellcasting ability for these spells and you may cast the druid spell a number of times per long rest equal to your wisdom modifier.

Master Vampire

Prerequisites. 13th level vampire or Vrykolakas

Increase your strength, or dexterity by 1 to a maximum of 20.

You have mastered your vampiric powers and have become adept at your blood powers as you gain the following benefits.

  • You gain resistance to nonmagical slashing, piercing, and bludgeoning damage

  • Whenever you slay a living humanoid creature with your bite attack, you may choose to bring it back as a vampire spawn under your control.

  • You gain the Shapechanger Trait. As an action, given that you are not in running water or sunlight, you may use your action to turn into a tiny flying creature of cr 1/4 or lower, or a medium cloud of mist. While in Mist form, you can't take any Actions, speak, or manipulate Objects. You are weightless and have a flying speed of 20ft. You can hover, and can enter a Hostile creature's space and stop there. In addition, if air can pass through a space, You 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 gain the ability mesmerise individuals. You may select a target and make eye contact with it. It must make a wisdom save (DC is 8+your charisma modifier+ your proficiency bonus) and on a failed save the target is charmed by you.

Instead of taking this feat at 13th level, with dm permission you may automatically gain this feat when you defeat a vampire lord.```

Supernatural Regeneration

Prerequisites. Vampire or any Undead race.


Your undead nature allows you to regenerate health. Once on each of your turns whenever you are below your hit point maximum, you gain hit points equal to your charisma modifier. If you take radiant damage or damage from a silvered weapon you do not gain this benefit on the next turn.

Vrykolakas

When a Dark Moon Lycanthrope dies of a vampire bite, they come back as a Vrykolakas. A Vrykolakas is a being of darkness and hate. They are the embodiment of hatred, fear, and darkness. Vrykolakas deal with the bloodthirt of vampires along with the darkness of Lycanthropes. Due to this, Vrykolakas tend to favor Isolation and solitude. They still feel the emotions of Lycanthropes and many long to regain that connection with nature.

Roleplaying a Vrykolakas


As a Vrykolakas, you should consider the challenges of dealing with both the world of Lycanthropes and Vampires. Vrykolakas are feared and hunted everywhere they go, so maybe a Vrykolakas player is fleeing a group of vampires or werewolves. Vrykolakas are also treated the same by Dark Moon Lycans.

Keep in mind that even though Vrykolakas may act in an evil way, they do not have to have evil intentions, simply twisted ones. A Vrykolakas may often believe itself to be acting for the greater good, but in the end, the actions they take often reflect their dark nature. Giving your Vrykolakas a motive which seems good, but they act on it in a twisted way is a good strategy for Roleplaying a Vrykolakas

Vrykolakas Traits

As a Vrykolakas, you gain the following traits

Ability Score Increase. Your strength and Charisma scores increase by 1

Age. Vrykolakas are undead and therefore do not age and are immune to being magically aged.

Alignment. Most Vrykolakas become overwhelmed with both negatives of Vampirism and Lycanthropy that they go insane. Many Vrykolakas are Chaotic Evil, but there are Vrykolakas who try and stay away from trying to do evil.

Appearance. A Vrykolakas appears similar to how they did in their past life, but their skin becomes much more pale as their pigment drains. A Vrykolakas's hair also becomes more grayish and their eyes become a fogged snowy color. A Vrykolakas appears more undead than vampires.

Language. You know Common and Sylvan

Superior Darkvision. You can see in all darkness as if it were bright light except for magical darkness.

Sunlight Sensitivity. When in dirext sunlight, you gain disadvantage on all checks which rely on sight, while in direct sunlight, you take 30 fire damage each turn, this fire damage ignores resistances.

Movement. Your base walking speed is 30ft

Size. Your size is medium

Undead. You are considered as undead for the purposes of many healing spells and effects and you gain the undead subtype. You do not need to eat, drink, and breathe and you do not age. You are required to drink the blood of mortals and you must rest in your resting place. You are also resistant to poison damage and have advantage against saving throws against being poisoned. You are also immune to disease.

Bite Attack. You gain a bite attack which you can use to drain enemies. You can use strength or charisma for the attack and damage rolls of the bite attack and it counts as a natural weapon. It deals 1d6 necrotic damage and you regain hit points equal to the damage which you dealt. If you make this attack against a grappled, willing, restrained or incapacitated creature, you can make this attack with advantage.

The damage of the bite increases to 1d8 at 6th level.

Whenever you reduce a creature to 0hp with your bite attack, you gain an additional ability determined by your subrace.

Unarmed Strike. You can use a d6 in place of your unarmed strike damage and whenever you make an unarmed strike against a creature, you can attempt to grapple them as a bonus action.

Vrykolakas Weaknesses. As a Vrykolakas, you gain the following weaknesses,

Forbiddance. You may not enter consecrated grounds without permission. Each turn you spend in blessed grounds without permission, you take 2d8 force damage and moving in blessed grounds which you are not invited in counts as difficult terrain for you.

Harmed by Running Water. Each turn you start in running water, you take force damage equal to twice your player level.

Stake to the heart. If a piercing weapon made of wood or silver is pierced into your heart, then you are paralyzed until the weapon is removed.

Vrykolakas Weaknesses. Radiant damage deals an additional damage die to you and you gain vulnerability to silvered weapons and weapons coated in wolfsbane.

Keen Senses. You gain proficiency in perception.

Unnatural Armor. When you are not wearing heavy armor, you gain a +1 to ac.

Wolfshape. As an action, you may polymorph into a wolf. You may only use this ability once per long or short rest. Beginning at 4th level you can choose to polymorph into a direwolf instead.

Vrykolakas Subraces

Just like Vampires and Lycanthropes, Vrykolakas gain specific features based on the method of how they died and came back. Certain Vrykolakas gain specific abilities.

Night Walker

The Nightwalker is a Vrykolakas who has a stronger connection to their vampiric side

Ability Score Increase. Your dexterity increases by 1

Form of the Bat. Whenever you reduce a creature to 0hp with your bite attack you gain bat wings and have a flying speed equal to your movement speed for the next 10 minutes.

Seer of the Night. Magical darkness does not impede your sight.

Gravewalker

The Gravewalkers are Vrykolakas who have a strong connection with death and undeath. They are able to become strong necromancers and powerful commanders of death.

Ability Score Increase. Your Intelligence increases by 2

Necrosis. You gain resistance to necrotic damage.

Harvester of Morbid Flesh. Whenever you reduce an enemy to 0hp using your bite attack, you may bring them back as a zombie. You may only command 1 zombie using this method. At higher levels the level of undead you can have increases to 2 zombies at 5th level, 1 ghast at 9th level, and 1 wight at 15th level.

Death Magic. You gain the thaumaturgy cantrip and one necromancy cantrip from the cleric spell list. When you reach 3rd level you learn the spell false life and at 6th level you learn the animate dead spell. You may cast these spells once per long rest without expending a spell slot although you still need the material components for the spells and Intelligence is your spellcasting ability for these spells.

Dreadtouched

The Dreadtouched Vrykolakas are warriors firstmost as they rely on nothing but themselves. The Dreadtouched often isolate themselves and have the most humanity out of all the other Vrykolakas.

Ability Score Increase. Your Constitution increases by 1

Master of Forms. Given that you are not in sunlight or running water, you are able to use an action to polymorph into a small beast with a cr of 1/2 or lower.

Blood Empowerment. Whenever you reduce a creature to 0hp using your bite attack, you gain temporary hit points equal to your constitution modifier + your proficiency bonus.

Vampire and Lycanthrope Class Options

Below are some class and race options for the Vampire and Werewolf Player Options. Though you do not have to be a Vampire or Lycanthrope, these subclasses fit thematically with the Vampire and Lycanthrope.

Sacred Oath: Oath of Blood

Paladins who follow the Oath of Blood are Paladins who are Vampires sworn to an ancient Vampire Lord, or some Blood Power, or even to their own development. These Paladins train in blood magic which they use to amplify their blood abilities.

Oath Spells

Paladin Level Spell
3rd Hunter's Mark, Inflict Wounds
5th Alter Self, Shadow Blade
9th Animate Dead, Vampiric Touch
13th Blight, Shadow of Moil
17th Danse Macabre, Enervation

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Bloodlust. As an action you fill yourself with an insatiable hunger for the life which you lost. When you use this your movement speed increases by 10ft and you gain temporary hit points equal to your paladin level.

Eater of Life. You gain the ability to drain the life force of others. As a bonus action, you can make a melee spell attack using strength or charisma against a target of your choice. On a hit, the target takes 2d8 necrotic damage and you regain hit points equal to the damage dealt. For the next 1 minute, you can keep using your bonus action to make the attack as long as you keep concentration (As if you were concentrating on a spell)

Aura of Blood

Beginning at 7th level, your bloodlust strengthens like never before, allowing you to strike with intense fury. Once per turn whenever you hit a creature with a melee weapon attack, you can choose to add an additional 1d8 necrotic damage to the damage of the attack. The damage increases to 2d8 at 18th level.

Vampiric Regeneration

At 15th level you gain the regenerative abilities of a vampire. If you are below half your hit point maximum then you can use your bonus action to regain hit points equal to your charisma modifier until you reach half your hit point maximum.

Heartwrencher

Upon reaching 20th level you gain the ability to channel your inner hatred for the living. As an action you can enter a state of pure bloodlust which lasts for 1 minute. While in this state, your eyes turn a crimson red as a whirlpool of the blood of those whom you have slaughtered surrounds you, granting you the following features.

  • Any creature that starts its turn within 30ft of you takes 2d6 necrotic damage.

  • You deal additional necrotic damage to each of your attacks equal to your charisma modifier.

  • At the beginning of your turn you regain 5 hit points

This aura lasts for 1 minute and once you use this ability you may not do so again until you take a long rest.

Ranger Conclave: The Nightstalker

The Nightsalker is a Ranger who uses the ways of the Werewolf in order to strike down the undead forces which stalk the night.

Conclave Spells

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Nightstalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. You also gain the shillelagh and thornwhip cantrips and wisdom is your spellcasting ability for these spells

Ranger Level Spell
3rd Protection from Evil and Good
5th Augury
9th Moonbeam
13th Banishment
17th Dawn

Stalker of the Dark

Upon taking this archetype at 3rd level, you gain expertise in stealth as your training with the shadows have given you the ability to hide swiftly. You can also now hide as a bonus action.

Hunter of Evil

Also at 3rd level you gain a new favored enemy type, undead. If you already chose undead as a favored enemy you gain an additional +2 to damage rolls against them. You can also spend a few minutes to learn the general location of any undead in the town or city you are in as well as a general estimate of the amount of undead. You do this by walking around the area and the time increases per size of the area you are investigating.

Extra Attack

Beginning at 5th level, whenever you take the attack action you can attack twice.

Shadow Step

At 7th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

Stalker's Flurry

At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.

Cloak of Darkness

At 15th level, you can use your action to turn invisible, you remain invisible for the next 10 minutes.

Once you use this ability you may not do so again until you take a short or long rest or until you kill an undead or a favored enemy.

 

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