BLOOD POINTS

For every 2 Player Levels, you gain 1 Blood Point.

Blood Points can be used for various Vampire powers/abilities.

Simpler things require 1 Blood Point, more powerful abilities may require up to 3 Blood Points plus may incur other physical strain as well.

Blood Points are regained at the beginning of next night after a long rest or instantly if feeding on living blood.

Personal Pass Without A Trace

You gain the full benefits of the pass without a trace spell, the effect centered only on yourself and your immediate vicinity. No allies near you gain any benefits from this effect. No spell components or concentration are required for this benefit.

DOUBLE MOVEMENT SPEED

Move double your normal movement speed in a single round. Can not be used with Dash.

DOUBLE JUMP HEIGHT

From a standing position, you can jump double your normal jump height.

SENSE GOOD & EVIL

For 1 minute you gain the full effects of the Detect Evil and Good spell requiring no verbal or somatic components.

SEE IN MAGICAL DARKNESS 10FT

See in magical darkness up to 10ft. If you already have magical dark vision, extend the range by 10ft.

SPIDER CLIMB

For one minute you gain the effects of the Spider Climb spell.

BITE

Constitution Saving Throw: DC 18, one creature within 5 feet that is willing or that has the Charmed, Grappled, Incapacitated, or Restrained condition. Takes 2d6+6 Piercing damage plus 4d8 Necrotic damage. The target’s Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and the vampire regains Hit Points equal to that amount.

LOOMING SHADOWS:

Shadows within a 20 foot sphere of the Vampire seem to move as if alive. Any creature (excluding the vampire and its allies) that makes an attack aimed at this area, does so with disadvantage.

CHARM

The vampire casts Charm Person, requiring no spell components and using Charisma as the spell casting ability (spell save DC 17), and the duration is 24 hours. The Charmed target is a willing recipient of the vampire’s Bite, the damage of which doesn’t end the spell. When the spell ends, the target is unaware it was Charmed by the vampire.

HEALING GIFT

When a coven member is injured, you can spend your own lifeforce to heal them up to 4 of your own hit dice plus your player level worth of points. When doing this, you lose the same amount of health points you heal them with.

TRIPLE MOVEMENT SPEED

Move triple your normal movement speed in a single round. Cannot be combined with Dash.

SUPER STRENGTH

Double your strength modifier when making a check or save.

TELEKINESIS

Move an object, weighing less than 20lbs up to 30ft. Add an additional blood point for every 5lbs over 20lbs, but reduce distance to 15ft max. Anything over 40lbs adds an exhaustion point for every additional 5lbs.

SHAPE-SHIFT

If the vampire isn’t in sunlight or running water, it shape-shifts into a tiny bat (Speed 5 ft., Fly Speed 30 ft.) or a Medium cloud of mist (Speed 5 ft., Fly Speed 20 ft.). Anything it is wearing transforms with it.

While in bat form, the vampire can’t speak. Its game statistics, other than its size and Speed, are unchanged.

While in mist form, the vampire can’t take any actions, speak, or manipulate objects. It is weightless and can enter an enemy’s space and stop there. If air can pass through a space, the mist can do so, but it can’t pass through liquid. It has Resistance to all damage, except the damage it takes from sunlight and running water.

The Shape-Shifted form ends after a number or rounds equal to the players Wisdom Modifier.

CHILDREN OF THE NIGHT:

The vampire exerts influence over the animals in its vicinity. until the next dawn, medium or smaller beasts have the Charmed condition while within 200 feet of the Vampire.

BEGUILE:

The vampire casts Command, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 17). The vampire can’t take this action again until the start of its next turn.

FLY

Fly up to your movement speed per round.

Lasts for 3 rounds, can extend for an additional blood point per round. at the end of the 3rd round. Max of 6 rounds per long rest. If you have natural flight, this ability does nothing for you.