Inheritor
By Sithums
Special thanks to: The entire Syrik community for review and feedback
Version: 1.2
You must possess the Vampire race in order to possess this class as an initial or multiclass.Special thanks to: The entire Syrik community for review and feedback
Version: 1.2
You must have a Charisma score of 13 or higher in order to multiclass in or out of this class.
Creating an Inheritor
The Vampires of Syrik are the afflicted souls transformed into undead abominations that hunger and feed off the living in order to prolong their unnatural life. Their powers vary greatly and many do not choose to pursue the true potential of the blood they have inherited. However, those that do struggle with their curse and the blessings it provides far more than the kindred that instead cling to the traditional powers of the world.Quick Build
You can make an Inheritor quickly by following these suggestions. First, Strength, Intelligence or Charisma should be your highest stat based on your subclass, followed by Constitution. Second, choose the noble background.The Inheritor Class Table
Class Features
As an Inheritor You gain the following class featuresHit Points
- Hit Dice: 1d10 per Inheritor level
- Hit Points at 1st Level: 10 + your Constitution Modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Inheritor level after 1st.
Proficiencies
- Armour: Based on subclass
- Weapons: Simple Weapons and others based on subclass
- Tools: None
- Saving Throws: Constitution and 1 other based on subclass
- Skills: Choose two from Athletics, Deception, Gossip, History, Religion, Perception
Equipment
You begin the game with a coin pouch containing 100 gp; you can spend this coin, along with your starting wealth from other traits and features, to purchase your starting equipment from the options found within the equipment guide. Alternatively, if you are starting in a non-Living World game, and your DM allows, you can choose to instead start with the following equipment, in addition to the equipment granted by your other traits and features:- (a) a light crossbow and 20 bolts or (b) any simple weapon.
- (a) a component pouch or (b) an arcane focus
- (a) a dungeoneer's pack or or (b) an explorer's pack
- Leather armour, any simple weapon and two daggers.
Devotion
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You have been turned into a sentient undead, cursed with eternal life and sustained by the power of vitae. To free yourself from this existence is nearly impossible. You cannot retrain out of this class once attained. Leaving this class without proper actions and research is considered a certain death.
Vampiric Clan (Ex)
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Your vampiric clan is the same as your vampire subrace selection and describes where your power originates. Your choice grants you features when you choose it at 1st level and again at 6th, 10th and 14th level. Your clan also defines which Blood Powers are available to you and which ones you gain as a bonus at designated levels.
Starting at 1st level, drawing upon the power of blood, the selfsame power that sustains your being, inevitably places incredible stress on your body. This manifests as your clan’s curse. The more blood powers you use, the worse the effects of your curse, but these powers can also provide you with powerful benefits.
The specific effects of your curse, called banes, are tied to your clan, but all curses follow the same progression. A curse continually gives you a mild but constant reminder that you carry supernatural power. As you use more blood powers, your curse intensifies, first to a minor effect, then to a moderate effect and finally a major effect for characters of 9th level or higher. Using too many powers after reaching your maximum bane results in you being unable to lower your bane level or use more blood powers until you take a long rest.
| Inheritor Clans |
|---|
| Alukah |
| Ghenze |
| Lamia |
| Moroi |
| Ramanga |
| Strigoi |
| Vetala |
Bane Ticks and Severity
You advance the severity of your bane by activating blood powers, each blood power consumes a number of bane ticks equal to the blood power’s level. If you attempt to use a blood power but do not possess an equal or greater number of bane ticks, the power will not activate . As a free action at any time you can regain bane ticks up to your maximum increasing your severity stage as below. Bane Ticks: You possess a number of bane ticks equal to your Constitution Modifier + your Proficiency Bonus (minimum 1). You can never possess more than this number of bane ticks. You regain all spent bane ticks upon completion of a long rest. Your curse's severity is always active in its latent stage, as you use your blood powers it can increase. For each time you refill your bane ticks increase your severity stage by 1, the effects of each stage are cumulative with the previous stages. The stages are Latent, Minor, Moderate, Starved, beginning at level 9 add an additional severity stage, Major, after Moderate. Once your severity stage increases it remains at that level until you complete a long rest or it is adjusted through other means. Once you reach the Starved state you are unable to regain blood ticks or reduce your severity through any means other than completion of a long rest. Example: A vampire at level 5 has 4 Bane Levels - Latent, Minor, Moderate and Starved. With a Constitution score of 16 at level 5 they would have 6 Bane ticks. When a vampire uses a Blood Power it spends a number of Bane Ticks equal to the power’s level. A level 3 Blood Power would spend 3 Bane Ticks, leaving 3 remaining Blood Ticks. If the vampire were to attempt to cast a blood power but does not have sufficient Bane Ticks, it can refill its 6 Bane Ticks as a free action and then cast the blood power as normal. If a vampire enters the Starved Bane Level, they can no longer reduce their Bane Level and do not regain Bane Ticks.Blood Powers (Ma)
You can find a list of all avaialble blood powers here
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Blood Powers are a representation of the natural strength of your vampiric blood. They are either naturally vampiric powers or specially cultivated abilities created by specific clans.
Starting at the 1st level, you gain two blood powers of your choice and a pool of blood points. When you gain certain inheritor levels, you gain additional blood points and powers of your choice, as shown in the Inheritor table. When using a Blood Power, you cannot spend more blood points to use an ability than your inheritor level and can only activate one blood power per turn. The listed Level is a designation of the Power Level (eg, Level 4 means the power is a 4th level power, akin to spell slots).
Additionally, when you gain a level in this class, you can choose one of the blood powers you know and replace it with another blood power you could learn at that level.
Some of your Blood Power and class features require your target to make a saving throw to resist this feature's effects. Constitution is your spellcasting ability for your Blood Powers. The saving throw DC is calculated as follows:
Blood Power save DC = 8 + your proficiency bonus + your Constitution modifier
Blood Power attack modifier = your proficiency bonus + your Constitution modifier
Discipline
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You have through the act of feeding upon others, unlocked blood-born powers fueled by the resonance of the blood from within your victims. These powers allow you to better harness and focus your supernatural power, magic, and strength.
Starting at the 1st level as an Inheritor, you gain access to one Discipline and learn additional Disciplines as you grow in power within this class. You gain an additional Discipline every 2 levels after. Most Disciplines require you to expend Stamina to function. The saving throw of any Discipline you produce is equal to your Blood Power Save DC.
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You can spend 1 point of Stamina to produce an abyssal hex upon a creature that you can see within 30 feet. For the next minute, that creature must make a Charisma saving throw or suffer a d4 penalty on all ability checks and attack rolls that it makes, and that creature is unable to heal for the duration of this hex. A creature receives a new save to end this hex early at the end of each of its turns.
You can spend 1 point of Stamina as a Bonus Action to produce a barrier of necromantic energy to protect yourself from harm. This barrier grants you 1d6 + your Inheritor level + your Constitution modifier points of Temporary Hit Points that remain until spent or for 1 minute. These temporary hit points do not stack with themselves.
You can expend 1 point of Stamina whenever you would cast the Bane, Hex, or Bestow Curse spell to either have the target roll twice and take the more favorable (in your eyes) result, or have the benefit or penalty of that spell be increased by one; once chosen this choice remains for that iteration of that spell.
Your commands are now suggestions, painful ones for the disobedient. When you charm a creature and command it, it is no longer compelled to follow the command, however if it disobeys the command it will take damage instead. When a creature you successfully charmed does not use its action to follow your command, it takes one roll of your Sanguine Die as psychic damage. The issued commands must still follow the rules of the related ability or spell. Damage suffered from psychic chains does not allow the creature to make a saving throw against the charmed spell, ability or effect.
You can expend 3 points of Stamina as a Bonus action to regain an equal number of Bane Ticks. Alternatively, you can spend 3 points of Stamina as a Reaction whenever you would use a Blood Power to use that ability and reduce the Bane Tick cost by 3 (minimum 1).
You learn to make better use of kindred blood as a restorative. When you rest for 8 hours and possess at least one container of vampire vitae (your own included), you can empower it, granting it healing properties to whomever should consume it. This Vampiric Tonic heals for two rolls of your Sanguine Die + your Proficiency modifier and reduces a vampire’s bane severity by 1. Additionally, at the start of the drinker’s turn they heal for an additional amount of hit points equal to your Proficiency modifier for 4 rounds. This tonic expires after 8 hours.
As part of your supernatural nature, you exude an aura that scares fauna of the natural world away. Beasts do not willingly approach within 30 feet of you. If the animal is a pet, mount or has a master, as a free action the owner can make a Wisdom (Animal Handling) check against your Blood Power DC to allow their animal to approach within 30 feet for that turn. A creature that passes this check (or the empowered save) is temporarily immune to this ability's effects for 1 minute. You can spend 10 blood points as a bonus action to cause this to affect aberrations, dragons, elemental, fey, humanoids, magical beast, monstrous humanoid and outsider subtypes. These creatures make a wisdom saving throw in order to approach instead. This bonus effect lasts for up to 1 minute.
Abyssal Anchor
You can spend 1 point of Stamina to unleash a burst of unholy energy as a Bonus Action. Choose a point within 120 feet, you produce a 10-foot burst of necrotic energy that causes all creatures within its area to make a Constitution saving throw against your Inheritor Blood Power Save DC or suffer 2d8 + your Constitution modifier points of Necrotic damage, and the Anchored condition for 1 minute, save for half and negating the Anchored condition. A creature that fails this save receives a new save to end this condition early at the end of each of their turns. The base damage of this blessing increases by 1d8 whenever your Proficiency bonus would increase above +2.Abyssal Light
You can spend 1 point of Stamina to unleash an arc of unholy lightning as a Bonus Action. Produce a 5-foot wide, 30-foot long line of necrotic energy that causes all creatures within its area to make a Dexterity saving throw against your Inheritor Blood Power Save DC or suffer 1d10 + your Constitution modifier points of Necrotic damage, and the Aflamed (1d10 Necrotic) condition for 1 minute, save for half and negating the Aflamed condition. A creature that fails this save receives a new save to end this condition early at the end of each of their turns. The base damage of this blessing increases by 1d10 whenever your Proficiency bonus would increase above +2.Abyssal Radiance
You can spend 1 point of Stamina to unleash a burst of unholy energy as a Bonus Action. Make a ranged spell attack using your inheritor blood power attack bonus against the Ballistic AC of a target within 60/180 ft., on a hit, your target suffers 2d8 + your Constitution modifier points of Necrotic damage. With an additional 1d8 points of Necrotic damage whenever your Proficiency bonus would increase above +2. Additionally, should your target be hit, they must make a Constitution saving throw against your Inheritor Blood Power DC, or suffer from the Blind condition for 1 round.Blood Tonic
You have gained understanding to get the most out of stored blood. When you rest for 8 hours and possess at least one container of blood, you can empower it, granting it healing properties to whomever should consume it. This Blood Tonic can be used like a potion and heals for one roll of your Sanguine Die + your Proficiency modifier and reduces a vampire’s bane severity by 1. This tonic expires after 8 hours.Devastating Strike
When you hit a target with a melee martial attack, you can expend 2 points of Stamina to cause the attack to deal an additional 5 + your Inheritor level in Necrotic damage.Draught of Elegance
Your vitae gives you an unnatural grace on the battlefield. While you are not wearing any armor, you have an Armor Class equal to 10 + your Dexterity Modifier + your Charisma modifier, you can use a shield and still gain this benefit.Hexing Mark
Prerequisite: Inheritor 5th level or higherYou can spend 1 point of Stamina to produce an abyssal hex upon a creature that you can see within 30 feet. For the next minute, that creature must make a Charisma saving throw or suffer a d4 penalty on all ability checks and attack rolls that it makes, and that creature is unable to heal for the duration of this hex. A creature receives a new save to end this hex early at the end of each of its turns.
Levinbolt
You can spend 1 point of Stamina to unleash an electric arc as a Bonus Action. Select up to two creatures within 30 feet of you, the targeted creature(s) must make a Dexterity Saving Throw against your Blood Power DC. On failure, your target(s) suffers 2d6 + your Constitution modifier points of Lightning damage. With an additional 1d6 points of Lightning damage whenever your Proficiency bonus would increase above +2.Necrotic Shield
Prerequisite: Inheritor 5th level or higherYou can spend 1 point of Stamina as a Bonus Action to produce a barrier of necromantic energy to protect yourself from harm. This barrier grants you 1d6 + your Inheritor level + your Constitution modifier points of Temporary Hit Points that remain until spent or for 1 minute. These temporary hit points do not stack with themselves.
Obdurate
When being shoved, knocked prone or falling, you can expend 1 Stamina point to negate any forced movement, remain standing and reduce any falling damage by half.Path of Curses
Prerequisite: Inheritor 5th level or higherYou can expend 1 point of Stamina whenever you would cast the Bane, Hex, or Bestow Curse spell to either have the target roll twice and take the more favorable (in your eyes) result, or have the benefit or penalty of that spell be increased by one; once chosen this choice remains for that iteration of that spell.
Psychic Chains
Prerequisite: Alukah Clan, Inheritor 9th level or higherYour commands are now suggestions, painful ones for the disobedient. When you charm a creature and command it, it is no longer compelled to follow the command, however if it disobeys the command it will take damage instead. When a creature you successfully charmed does not use its action to follow your command, it takes one roll of your Sanguine Die as psychic damage. The issued commands must still follow the rules of the related ability or spell. Damage suffered from psychic chains does not allow the creature to make a saving throw against the charmed spell, ability or effect.
Soaring Leap
You can expend 1 point of Stamina as a bonus action to double your horizontal jumping distance, and quadruple your vertical jumping distance until the end of your turn.Spirit Tap
Prerequisite: Inheritor 5th level or higherYou can expend 3 points of Stamina as a Bonus action to regain an equal number of Bane Ticks. Alternatively, you can spend 3 points of Stamina as a Reaction whenever you would use a Blood Power to use that ability and reduce the Bane Tick cost by 3 (minimum 1).
Vampiric Alchemy
The Inheritor gains the Master Craftsman feat as a bonus feat. You must select Alchemist’s Supplies when selecting this Discipline. You count as an Alchemist for advancement in this feat. If you possess the Blood Tonic or Vampiric Tonic Disciplines, the hit points restored are doubled.Vampiric Tonic
Prerequisite: Inheritor 9th level or higherYou learn to make better use of kindred blood as a restorative. When you rest for 8 hours and possess at least one container of vampire vitae (your own included), you can empower it, granting it healing properties to whomever should consume it. This Vampiric Tonic heals for two rolls of your Sanguine Die + your Proficiency modifier and reduces a vampire’s bane severity by 1. Additionally, at the start of the drinker’s turn they heal for an additional amount of hit points equal to your Proficiency modifier for 4 rounds. This tonic expires after 8 hours.
Vermin’s Traversal
You gain the ability to move up, down and across vertical surfaces and upside down along ceilings, while leaving your hands free. You gain a climb speed equal to your walking speed and can walk on ceilings as normal.Vitae Restoration
As a bonus action, you can expend 1 Stamina to consume the stored blood in your form to repair damage you have suffered. As long as you have 1 hit point remaining and are not standing in sunlight you gain Fast Healing equal to 1 roll of your Sanguine Die for 4 rounds. If you suffer radiant damage while this effect is active, you do not recover hit points at the start of your next turn. The duration of this Discipline increases by 1 round whenever your Proficiency bonus would increase above +2.Unnatural Aura
Prerequisite: Lamia or Vetala Clan, Inheritor 7th level or higherAs part of your supernatural nature, you exude an aura that scares fauna of the natural world away. Beasts do not willingly approach within 30 feet of you. If the animal is a pet, mount or has a master, as a free action the owner can make a Wisdom (Animal Handling) check against your Blood Power DC to allow their animal to approach within 30 feet for that turn. A creature that passes this check (or the empowered save) is temporarily immune to this ability's effects for 1 minute. You can spend 10 blood points as a bonus action to cause this to affect aberrations, dragons, elemental, fey, humanoids, magical beast, monstrous humanoid and outsider subtypes. These creatures make a wisdom saving throw in order to approach instead. This bonus effect lasts for up to 1 minute.
Unswayable Mind
As a reaction to being forced to make a Wisdom or Charisma saving throw, you can expend 1 point of Stamina to add your Constitution Modifier to the result. You must declare this action before rolling.Sanguine Hunger (Ex)
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Starting at 2nd level, as an action, you can feed on a Grappled, Restrained, Pinned or otherwise Incapacitated or willing creature.
The creature takes damage equal to your bite + your Sanguine Die + your Strength or Dexterity modifier and you heal for an equal amount. If you do not possess a bite attack, you deal 1 + your Strength or Dexterity modifier and you heal for an equal amount. Additionally, based on the type of blood you can reduce your bane severity or regain blood points. See the blood quality table for examples of blood quality and their benefits.
You can also choose to store blood in vials or other containers for later consumption. Sating your Sanguine Hunger this way does not heal you but does allow you to reduce your bane ticks or severity by an amount based on the creature. Gathering blood from fallen enemies takes 10 minutes and your DM might inform you of any special qualities of the blood and its type, such as poor quality or beast blood. Any stored blood expires after 8 hours.
You can gain the benefits of this ability a number of times equal to your proficiency bonus per long rest.
False Resonance (Ex)
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Starting at the 3rd level, you gain the ability to disguise yourself from the prying eyes and sense of others. You are no longer possible to detect through spells or abilities that reveal your undead nature. Additionally, when you are subject to an ability that would discern your allegiance or true nature, such as sense heretic or detect good and evil, the caster must make a Spellcasting ability check against DC 8 + your character level + your Proficiency bonus or the ability fails to reveal identifying information.
Ability Score Improvement
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When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2. Alternatively, 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.
Torpor (Ex)
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Starting at 7th level, your body’s natural regenerative power prevents you from truly dying when falling in combat. Your maximum number of failed death saving throws increases by 1.
When failing your last death saving throws or are put into the death state by some other means, you do not die. Instead you enter a state of deep sleep and hibernation as your body attempts to regenerate itself. Your form shrivels and withers as it becomes a husk, becoming only responsive to blood. In order to rise from this state you must be fed a large amount of blood or vitae from a powerful vampire. The amount of blood needed to resurrect you equals (5 + your Inheritor Level + your Constitution) x 6 litres of good or average quality, or 6 litres of vitae of a vampire of at least 4 inheritor levels greater than your own.
While you are under the effects of Torpor, you are not aware of your surroundings and only feel the passage of one day for every year that actually passes. Powers that detect life or thought are incapable of determining that you are alive or detecting your presence.
If you are not fed blood, you remain in Torpor for a number of weeks equal to your Blood Point total, after which you are revived with 1 hit point. If you are subjected to damage from direct sunlight for at least 1 minute, your body is burned in fire or decapitated with a silvered weapon, your Torpor ends and you are destroyed.
Major Bane (Ex)
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Starting at 9th level, you have unlocked the deepest reaches of your blood, but the use of such powers puts an even greater strain on your immortal flesh.
Immediately after filling your bane ticks while you are affected by your moderate bane, your bane progresses to its major effect, rather than starving you. This effect lasts until you reduce your bane severity through Sanguine Hunger or completing a long rest. If you fill your bane ticks while under the effects of your major bane, you are starved and cannot use more blood powers or reduce your bane severity.
Reservoir (Ex)
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Starting at 9th level, you gain the ability to better manage the vitae within you. When activating a blood power, you consider the level as 1 lower for calculating bane ticks (eg. Lowers a 6th level ability to 5th level). At the 13th and 17th levels this increases to 2 and 3 respectively. This reduction can not reduce a blood power’s cost lower than 0.
Primaeval Blood (Ex)
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Starting at 18th level, you have strengthened your blood to such a point that the hindrances of your curse have all but disappeared. You no longer suffer any negative effects from your Latent and Minor bane but still progress through these states as you use Blood Powers.
Clans
Alukah
The Alukah, or Royals as they are nicknamed by the other kindred are those said to be closest to the first vampire, because of this connection they are cursed by the divine, unable to hold, or even approach symbols of faith without extreme willpower, these beings are often refined individuals, high of station, calm, cool and collected of their wit, and merciless in their sadistic pleasures. Rarely seen for what they are, the Alukah are masters of disguise and blending in with mortal society. Rarely will you find an Alukah who does not give off a sense of civility, nobility, and class, until it is all too late.
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The Royals (Ex)
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with light armour, medium armour, shields, martial weapons, the Persuasion skill and Charisma saving throws. If Inheritor is not your initial class, you only gain proficiency in Light, Medium armor, and Shields.Curse of True Faith (Ex)
As one of the Alukah, your curse is directly related to the divinities and True Faith of the world. Latent Bane. Attempting to feed off animals or lower class humanoids can make you violently ill. When biting or feeding off such creatures roll a Wisdom Saving Throw DC 10 + your Proficiency bonus. On failure, you become nauseated for 1d4 rounds and fail to gain any benefit from feeding. On success, you feed as normal. Minor Bane. Holy symbols are a true fright to you. When one is presented to you or you attempt to approach a divine caster in combat, you must roll a Wisdom Save DC 10 + the bearer's proficiency modifier. On failure, you are unable to approach them for that round. Additionally, when you take radiant damage, you take additional radiant damage equal to the value of one roll of your Sanguine Die. Moderate Bane. The curse of your blood manifests and your weakness to the divine amplifies as you now suffer disadvantage on saves against spells and abilities that cause radiant damage and attacks that cause radiant damage are made at advantage against you. However, you gain the ability to impart your wounds into those subjected to your charms. As an action, if there is a creature charmed, compelled or otherwise commanded by you within 5 feet you can touch them and empathically transfer up to two rolls of your Sanguine die in damage to them, they take this damage as psychic damage and you heal for an equal amount. This is considered a hostile action and the creature can make a save to break the enchantment or charm as they have taken damage if applicable. Major Bane. The full extent of your curse comes out and you suffer disadvantage on all attack rolls and increase the extra damage suffered from radiant damage you take to two rolls of your Sanguine Die. However, your affinity for command becomes more pronounced as whenever you command a creature to attack they gain an extra attack for that attack action, they also add your Charisma modifier to the attack's damage. Starved. You can use your Charisma or Constitution to calculate your Blood Power DC and attack bonus.Whispering Pulse (Su)
Starting at 1st level, you gain the ability to implant a simple emotion into a creature you can speak with or touch. As an action, while speaking to a creature or laying a hand upon them you can subtly speak into their mind. The target must make a Charisma saving throw versus your blood power DC or become afflicted by a simple emotion, such as rage, lust or fear, for 1 minute. The creature will attempt to reflect the emotion to the best of their ability but will not remove their sense of self-preservation. This effect is not powerful enough to inflict conditions such as Fear, Antagonised or Charmed. Any hostile action taken against the creature breaks the effect immediately and has no effect if the target creature is in combat. If the creature succeeds the saving throw or when the effect ends, they do not know someone attempted to manipulate them. They can, however, attempt a Wisdom Check against your blood power DC to learn this information. You can use this feature a number of times equal to your Charisma modifier, regaining expended uses on long rest.Extra Attack (Ex)
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.Presence (Su)
Starting at the 10th level, you radiate an aura of will that allows you to dominate those around you more easily. Each creature within 20 feet of you has their saving throws against being frightened, charmed, antagonised, taunted or compelled, reduced by the severity of your bane (eg. -1 Latent, -2 Minor, -3 Moderate, -4 Major). A creature must be able to see you to suffer from this penalty and is not active if you are knocked unconscious. This additionally affects your Whispering Pulse subclass feature.Terminal Decree (Su)
Starting at the 14th level, you gain the ability to suppress a creature's will entirely with your commands. When charming creatures and commanding them, you can now issue commands that are deadly, harmful or otherwise unappealing to the creature. These affected creatures no longer make saves when suffering damage to end the effect of the charm early. Additionally, when ordering a charmed creature it is now considered part of your attack action, meaning you can order a creature twice with extra attack or make a weapon attack and order a creature. This applies to spells such as Dominate and Command.Ghenze
The ghenze, or Fireflies as they are nicknamed by the other kindred are the descendants of the Nosferatu that hid away from the world of mortal-kind, instead holding within the primal realms of the beasts and fey. Infused with a mixture of fey power, blood, and the energies of the natural realm. This clan is rarely seen or heard of, holding to the wilder realms, many are seen not as vampire, but as a strange fey-like being, or perhaps as a kin to the lycanthropes. Though they are viewed as savages, the Ghenze are speakers of the natural realm, able to bring the full wrath of nature upon those who would threaten their domains.
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The Fireflies (Ex)
At 1st level, you acquire the training necessary to effectively commune with the spirits and nature. You gain proficiency with Light, Medium and Heavy armour as well as the Nature skill and Strength saving throws. If Inheritor is not your initial class, you only gain proficiency in Light and Medium armor.Curse of The Beast (Ex)
The Ghenze blood is tainted by that of the many beasts, plants and fey of the world, and materialises physically in those of this clan. Latent Bane. You possess a natural form that is far more primal or bestial, showing your link to the many beasts and fey of the world. This bestial form also amplifies you fear of fire and whenever you take fire damage you must make a Wisdom Saving Throw with a DC equal to the original effect that caused the fire or a DC 10 if none is given. On failure, you gain a level of fear. Minor Bane. Your bestial nature continues to make itself more evident and you now make attack rolls with weapons at disadvantage. Moderate Bane. Your bestial features become more pronounced and you become more reliant on them. You now no longer gain a benefit from Medium or Heavy armour and any attack, save or check made while wearing these is made at disadvantage. However, when you hit a creature that is adjacent to at least one of your allies you can reroll all damage dice once and take the better result as your primal strength increases. Major Bane. You become almost feral as your vampiric curse takes its full effect, at the start of your turn you become Antagonised by the closest creature to you, friendly or hostile. You can now also make one free Grapple or Shove check per turn after making a successful attack roll. If you are already grappling a creature you can instead make one additional attack against that creature. Starved. You can merge with a tree as an action. You can’t move or affect anything beyond the tree but can still cast spells or blood powers that do not require line of affect. This lasts up to 10 minutes and can be done once per long rest.Bond Familus (Ex)
Starting at 1st level, you gain the service of a beast that then becomes your blood beast. A blood beast is a loyal servant who follows your orders. Your blood beast can be commanded as part of your turn as a free action and receives an action, bonus action, reaction, and movement. Your blood beast shares your initiative and can take its actions at any point during your turn. While your blood beast is alive you gain all the benefits of your Animalism ability. If your blood beast is ever slain you lose the bond with that beast. You can spend a week to replace it at no cost. You can have only one blood beast at a time. If you have a bond and choose to search for a new blood beast, your bond is broken with the previous blood beast and it will leave you. The new creature must be a medium beast and have a CR no greater than 1/4 of your Inheritor level. Upon reaching level 8 in the inheritor class, the new creature can instead be up to large size. Upon reaching 6th level, your blood beast can be of the Nightbeast type.Animalism
Your blood beast has abilities and game statistics determined in part by your level. Your beast uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, a blood beast also adds its proficiency bonus to its AC and to its damage rolls.- Your blood beast gains proficiency in two skills of your choice. It also becomes proficient with all saving throws.
- For each level you gain after 3rd, your blood beast gains an additional hit die and increases its hit points accordingly.
- Whenever you gain the Ability Score Improvement class feature, your blood beast’s abilities also improve.
- Your beast can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1.
- As normal, your blood beast can’t increase its other ability score above 20 using this feature unless its description specifies otherwise.
- Your blood beast has a Wisdom Ability Score Cap of 22 instead of 20.
- Upon reaching 5th level in the inheritor class, your blood beast’s attacks count as magical for the purposes of bypassing resistance and DR.
Bound Subsumption (Su)
Starting at 6th level, you can enter and possess the body of your blood beast as a Bonus Action. You can use this feature a number of times equal to your Proficiency modifier. you regain expended uses when you finish a short or long rest. You are unable to possess your blood beast if it is unconscious, stunned or otherwise incapacitated. While possessing your blood beast, the following rules apply:- You retain all your game statistics, special attacks, qualities and abilities while possessing your blood beast. You also gain any special qualities your beast had such as Keen Hearing or Pack Tactics and you can choose to use its walking speed or any special movement it had instead of your own. If the creature has any legendary or lair actions, you can't use them.
- When you possess your blood beast, you assume its body, hit points and Hit Dice, and heal the creature for half its total hit points. When you revert to your normal form, you return to the number of hit points you had before you possessed the beast and your blood beast is stunned for one round. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. You can spend an action to revert to your true form.
- You can cast spells or activate blood powers but your ability to speak or take any action that requires hands is limited to the capabilities of your blood beast. Transforming doesn't break your concentration on a spell or power you've already cast, however, or prevent you from taking actions that are part of a spell or power, such as Call Lightning, that you've already cast.
- You choose whether your equipment falls to the ground in your space, merges into your Blood Beast, 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 does change size or shape to match your Blood Beast, 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.
- Your size becomes large. If your size was already large when using this ability there is no change.
- When making an attack action, you can make two separate attacks as part of this action instead of one.
Fey Bond (Su)
Starting at 10th level, your close kinship with the fey allows you to form blood bonds with Fey creatures as well. Your blood beast gains the following features:- Your blood beast can no longer be charmed or gain levels of the frightened condition while you are within 30 feet of it or are possessing it via Bound Subsumption.
- Your blood beast gains the "Fey" subtype.
- Fey Step. The fey magically teleports up to 30 feet to an unoccupied space it can see as a bonus action.
- Phase Out. The fey can expend its reaction after taking damage to turn Invisible. They become visible again at the end of their next turn or when they make an attack, cast a spell or otherwise take a hostile action. They can perform this action a number of times equal to half their Proficiency bonus, regaining expended charges on long rest.
Conquer the Beast (Ex)
Starting at the 14th level, your ability to commune with nature and the fey has allowed you to quell the inner vampiric beast. Whenever you enter the starved state, you do not lose the ability to reduce your bane severity. This allows you to move from starved back down to major (or your previous maximum bane level). You can lower your bane severity from starved by feeding on blood of the appropriate quality for a Ghenze. Additionally, you can now use your Sanguine Hunger feature to feed off the blood of beasts and receive the same benefit as if feeding from a humanoid of normal quality blood. Feeding off of Fey grants you the benefits of Magical and Good quality blood.Lamia
The lamia, or Soulless as they are nicknamed by the other kindred are those cursed mortals first given the bloodcurse of Nosferatu that were at the borders of life and death, unable to truly pass on as their body was twisted by the affliction that tormented them so, these beings were instead morphed, forming into a revenant being that could pass beyond into the veil and back into the material as a spectre of their former selves. Though they held much of their former mind, sense of self, and morality, they too were twisted, they unlike the other clans who fed on the blood, or the flesh and blood in the case of the Ramanga, must feed upon the souls of living creatures, it is from these souls that their inner beast can be calmed, and their connection to the waking world remains.
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The Soulless (Ex)
At 1st level, you acquire the understanding necessary to effectively perceive the dead. You gain proficiency with light armour and Martial Weapons as well as the Insight skill and Charisma saving throws. If Inheritor is not your initial class, you only gain proficiency in Light Armor and Martial Weapons.Curse of the Nosferatu (Ex)
As a Lamia, your curse relates to your clan’s origin and how those of it constantly balance between the dead and undead worlds. Latent Bane. You do not possess a hunger for blood but instead a desire that can only be fed by souls. Whenever you attempt to feed using your Sanguine Hunger, you instead drain the creature's spirit. When regaining hit points through Sanguine Hunger, you must make a Wisdom Saving throw DC 10 + 1 for every 5 hit points you are missing and +2 for every level Exhaustion you possess. On failure, you must use your action to continue to feed on the victim next round. You are additionally unable to make use of collected blood from Sanguine Hunger or basic blood tonics. Minor Bane. You begin to slip towards the ethereal as your soulless nature takes root and you are pulled between undeath and a true end. You do not receive any healing from non-necrotic healing. Moderate Bane. Your very existence seems to fray at the edges. You partially phase between the material and ethereal and cannot properly interact with either. While under the effects of your moderate bane you gain the Incorporeal condition. While you possess the Incorporeal condition you have disadvantage on attacks made against non-Incorporeal creatures or spirits. You can start concentrating on your turn as an action to suppress this effect, removing the Incorporeal condition and allowing you to interact with material creatures as normal. The first time you succumb to your Moderate Bane, you instantly stop Concentrating on any other ability or feature and start concentrating on this feature, resetting upon completion of a long rest. At level 18, you are no longer forced to Concentrate when succumbing to your Moderate bane. Major Bane. The barrier between life and death becomes almost non-existent. You become vulnerable to Radiant damage. However, you can now Concentrate on materialising yourself as a bonus action and can Concentrate on this feature in addition to another feature at the same time. You also count as Incorporeal for the purposes of bypassing DR and resistance of other Incorporeal creatures. Starved. Your movement no longer provokes attacks of opportunity as your spiritual form flashes across the battlefield.Spirit Sense (Su)
Starting at 1st level, your connection to the Ethereal plane grants you the ability to more readily notice spiritually active areas. As an action you can open your senses to the area around you within 60 feet to perceive hidden spiritual energy or essence until the end of your next turn. This includes spirits or ghosts hidden within objects or whether an area is subject to a haunt or desecration and detecting creatures made of pure spiritual essence such as celestials or fiends. When you sense a spirit using this ability, you learn of its disposition towards you and the type of creature it was in life. You can use this feature a number of times equal to your Proficiency bonus, regaining expended uses on long rest.Ethereal Fury (Su)
Beginning at the 6th level, you gain the ability to directly attack the essence of a creature. After activating a blood power that consumes at least 1 blood point, your next attack targets the source of life or power within a creature. You add three rolls of your Sanguine Die as force damage to attack made before the end of your next turn. If you do not make an attack or you fail to hit a target, you lose the bonus damage until you activate another blood power. The bonus damage increases by one additional roll of your Sanguine die at level 12 and again at level 18.Degulo (Su)
At the 10th level, you gain the ability to rip knowledge from the souls of the dead. You can as an action devour a small part of the soul of a recently deceased creature, provided it had one. You gain insight into the creature and can learn information it knew before it died. You can gain a number of answers to questions equal to your current bane severity (Latent = 1, Minor = 2, Moderate = 3, Major = 4). You can use this ability only once on a creature. This ability can be used a number of times equal to your Proficiency bonus, regaining expended uses on long rest. Upon reaching level 14, recently slain undead creatures are also viable targets provided they still have a soul.Ethereal Feast (Ex)
Starting at the 14th level, you gain the ability to feast upon the souls that have been pulled back to inhabit the bodies of the dead. You can now feed on undead creatures with your Sanguine Hunger feature, and heal as normal when doing so. Should your GM judge the undead to have a soul, you can also reduce your bane severity as if the creature had average quality blood. If you feed on a mindless undead creature, you can force it to make a Charisma saving throw and on failure it becomes your ally until you choose to dismiss it. If the undead is controlled by another creature, you must instead make a contested spellcasting check to assume control of the target undead. You can have a number of undead controlled this way equal to your Charisma modifier. If you control five undead creatures of a similar type, you can combine them into a horde. As a horde, they only count as one creature for the purposes of this ability. If you possess the Deadly Body racial feature, you can now gain full benefit when striking undead creatures.Moroi
The moroi, or Magicians as they are nicknamed by the other kindred are similar to the Alukah in many ways, and are the most encountered form of vampire kind, they like the alukah, tend to prefer higher society, and over the many centuries of their often long unlives, have accrued vast amounts of wealth and power. However, that is not the true distinction between the Moroi and the Alukah, unlike the Alukah who hold a close connection to the heroic blood twisted by this foul curse, the Moroi were those students of magic that were twisted by the rain of blood and used this blood in foul experiments that transformed them from their mortal selves into the Moroi. With this newfound power, the first Moroi began to expand upon their magic, creating new and sinister spells and fusing their newfound blood into these spells so that they can conjure and fuel the foul sorceries of the cursed bloodline, though like their creator, they hold true to many of the old curses that held back the ancient ones.
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The Magicians (Ex)
At 1st level, you acquire the understanding necessary to effectively utilise the power of your blood. You gain proficiency with the Arcana skill and Intelligence saving throws. If Inheritor is not your initial class, you do not gain any of these benefits.Moroi Spellcasting (Ma)
You have been embraced by a vampire of the Moroi, infusing you with ancient arcane and blood magic. This font of magic fuels your spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.Vampire Spell Rules
Unlike other spellcasters, Moroi mages do not use spell slots. Instead their magic stems from their very blood. Manipulating the fabric of magic and channelling its energy into even a simple spell required the caster to pull from their blood. As such, unlike other spellcasting classes, the table below does not include a number of spell slots available per spell level. Instead you have a maximum spell level you can cast with your available resource pool. When you cast a spell of 1st level or higher, you expend a number of hit points equal to that spell’s level or higher x 5 and blood points equal to the spell’s level. Similar to other spellcasters, you can upcast low level spells to higher level spells but a spell cannot exceed your spell level cap. In addition, higher level spells cannot have their hit point cost reduced beyond their minimum spell level. So casting a first level spell consumes 5 hit points and casting a ninth level spell consumes 45 hit points. When casting spells that consume hit points, you always draw from temporary hit points first unless otherwise stated. When you cast a spell that restores hit points and targets yourself or you are included in the area of effect, you heal for only half as much.| Inheritor Level | Cantrips Known | Spells Known | Spell Level Cap |
|---|---|---|---|
| 1st | 3 | 2 | 1st |
| 2nd | 3 | 3 | 1st |
| 3rd | 3 | 4 | 2nd |
| 4th | 4 | 5 | 2nd |
| 5th | 4 | 6 | 3rd |
| 6th | 4 | 7 | 3rd |
| 7th | 4 | 8 | 4th |
| 8th | 5 | 9 | 4th |
| 9th | 5 | 10 | 5th |
| 10th | 5 | 10 | 5th |
| 11th | 5 | 11 | 6th |
| 12th | 5 | 11 | 6th |
| 13th | 6 | 12 | 7th |
| 14th | 6 | 12 | 7th |
| 15th | 6 | 13 | 8th |
| 16th | 6 | 13 | 8th |
| 17th | 6 | 14 | 9th |
| 18th | 6 | 14 | 9th |
| 19th | 6 | 15 | 9th |
| 20th | 6 | 15 | 9th |
Cantrips
At 1st level, you know three cantrips of your choice from the inheritor spell list. You learn additional vampire cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Moroi Spellcasting table. Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the inheritor spell list. The Spells Known column of the Moroi Spellcasting table shows when you learn more vampire spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the inheritor spells you know and replace it with another spell from the inheritor spell list, which also must be of a level for which you have spell slots.Spellcasting Ability
Intelligence is your spellcasting ability for your vampire spells, since you need to be able to comprehend the ancient magics written in your blood. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a vampire spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifierBlood of the Magicians (Ex)
You learn additional spells when you reach certain levels in this class, as shown on the Magician Spells table. Each spell counts as a Magician spell for you, but it doesn’t count against the number of Magician spells you know. Whenever you gain a Magician level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an necromancy or a transmutation spell from the sorcerer, vampire, warlock, or wizard spell list.Magician Spells
| Inheritor Level | Spells |
|---|---|
| 1st | Mind Sliver, Hellish Rebuke |
| 3rd | Hold Person, Darkness |
| 5th | Hypnotic Pattern, Summon Undead |
| 7th | Vampiric Touch, Tongues |
| 9th | Shadow of Moil, Summon Aberration |
Curse of the Ancients (Ex)
As a Moroi, your clan curse is directly related to the blood magics and dark perversions made by the ancient vampires. Latent Bane. It is hard to focus on the twisted knowledge within your blood. If you enter running water during or turn or start your turn in running water, you take damage equal to two rolls of your Sanguine die as acid damage. Additionally, you cannot enter a residence unless invited by one of its occupants and you do not cast a shadow nor offer a reflection in a mirror Minor Bane. The magics in your blood are powerful but unstable. When casting spells or blood powers that have a duration longer than 10 minutes, their duration is reduced by half. Moderate Bane. The weakness of the ancients manifests itself more. You have absolute disadvantage on any check to maintain concentration on spells or abilities. However, you can now cast the spells listed in the Magician table once without consuming hit points, regaining their use upon completion of a long rest. You must be of at least the listed inheritor level to use the listed spells. Major Bane. Your blood becomes a primary component of your casting, you cannot regain hit points except through feeding, blood powers or taking a rest. However, as you unleash the forbidden magics of the Moroi, dealing damage with your spells or summoned creatures to any creature now afflicts them with the Decayed (Putrid) condition until the end of your next turn. Starved. You can convert temporary hit points into bane ticks, expending 4 temporary hit points to regain 1 bane tick. Bane ticks gained this way bypass the restriction of being unable to regain Bane Ticks while starved.A Taste for Blood (Ex)
Starting at 1st level, you become adept at discerning one's power through their blood. After damaging a creature, you gain advantage on the next Wisdom (Tactics) or other applicable knowledge check made to determine the combat capabilities of that enemy.Dual Thought (Su)
Starting at 6th level, you gain the ability to project your consciousness to summoned creatures. While within 30 feet of a creature you have summoned, that creature gains proficiency in all saving throws. Additionally, they gain temporary hit points equal to one roll of your Sanguine Die at the end of their turn and advantage on any saving throw made to resist being Turned or Fear effects. This feature can affect a number of summoned creatures equal to your Intelligence modifier.Blood Weaving (Su)
Starting at 10th level, you gain the ability to use your offensive spells to protect yourself. Whenever you deal damage with a spell you gain a number of temporary hit points equal to half your Constitution modifier. Dealing damage to multiple targets or when an ally under the effects of a buff spell from you that causes damage (such as Flame Arrows) also triggers this effect for each individual instance of damage. So if you cast fireball and damage five targets, you gain half your Constitution modifier in temporary hit points five times. These temporary hit points stack with each other and other sources of temporary hit points.They also last for a maximum of 10 minutes before fading.Illusion of Perfection (Ma)
Starting at the 14th level, you gain the ability to perfectly conceal your appearance into that of someone else that you have observed at least once or a nondescript individual. This includes granting you the ability to mimic their actions and mannerisms. You can use this ability a number of times equal to your Intelligence modifier, regaining spent charges upon completion of a long rest. Additionally, if you do not already possess it, you gain proficiency in the Charisma (Deception) skill.Ramanga
The Ramanga, or Beasts as they are nicknamed by the other kindred are those descendants that could not, or would not feed from the blood of their victims, but instead driven to an unshakable rage, killed in a frenzy of flesh and blood, unable to hold back their hunger any longer, they fed for the first time in years, and with this blood, their rage began to manifest, twisting them for reaching so close to the pain and hatred of their creators, that they could no longer truly hold back The Beast.
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The Beasts (Ex)
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with light armour, medium armour, shields, martial weapons, the Persuasion skill and Strength saving throws. If Inheritor is not your initial class, you only gain proficiency in Light Armor, Medium Armor, and Martial Weapons.Curse of Frenzy (Ex)
Latent Bane. Your nature is one of fury and rage and you find it hard to resist giving into those emotions. You make checks and saves against being angered, antagonised or otherwise swayed towards frenzy at disadvantage. If you are antagonised, you also suffer disadvantage on the wisdom saving throw to attempt to take hostile action against another creature. Minor Bane. The beast’s influence intrudes upon your senses, if you end your turn and have not successfully attacked a creature you suffer -2 AC. Moderate Bane. The desire for blood and frenzy ever increases, you are unable to concentrate on any spells or Blood Powers. However, your desires for bloodshed distract you from mind-affecting abilities, gaining advantage on saving throws made against spells or abilities that attempt to charm, compel or otherwise enchant you. Major Bane. The beast is fully realised within, your attacks are reckless and wild causing enemy and allies to suffer from your blows. All your melee attacks gain the Cleaving quality and must roll against all adjacent creatures, friend or foe alike. Starved. If you reduce a creature to 0 hit points, you can expend your reaction to make another attack against another creature within reach.Form of the Beast (Ex)
Starting at 1st level, you can transmute your form into that of the inner beast, becoming a mix of flesh and shadow. You can activate this feature as a bonus action. Each use of this feature lasts for 1 minute or until you fall unconscious, whichever comes first. You cannot voluntarily leave the form of the beast. While in the form of the beast, the following rules apply:- You gain temporary hit points equal to your level + Constitution modifier
- You gain +10 feet to your movement speeds.
- You gain advantage on Charisma and Strength (Intimidation) checks.
- When dealing damage, your slashing, piercing or bludgeoning damage can be converted to necrotic.
Furor (Ex)
Starting at 6th level, the form of the beast evolves when you take it and your powers grow. When you roll initiative you can choose to assume assume the form of the beast, and anytime you would assume the form of the beast you can choose to become large size and can now gain your choice of the following:- Power. You gain a 10 foot natural reach, deal an additional 1d6 damage on melee damage rolls and can add your Dexterity modifier to your natural armour in addition to its previous values.
- Flight. You grow a pair of large shadowy wings that grant you 60 foot fly speed, allowing you to hover. You also gain advantage on Strength (Athletics) checks and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
- Horror. You become a shadowy mass, losing any defining traits and forcing creatures within 30 feet to make a Wisdom save or gain 2 levels of Fear against you. You additionally gain +10 to any check made to hide your identity.
Thick of It (Ex)
Starting at 10th level, you readily dive into combat and have adapted to the hazards created by your allies and yourself. When subjected to a saving throw generated by an allied creature or yourself, you instead receive only half the damage on a failed save or no damage on a successful one. Additionally at this level, you gain resistance to fire damage while in your beast form and can extinguish natural or magical fire within 40 feet of yourself as a bonus action. This fire can be no more than 10 feet by 10 feet in size.Puissance (Ex)
Starting at 14th level, the strength of the beast within you and your use of it is unmatched. When making any contested Strength ability check, you roll with advantage and in the event of a tied result, you treat your result as 1 higher. Additionally, your strikes hammer with such force that it no longer matters what defences your foe has as your martial attacks now penetrate up to 5 DR, enemy resistances and immunities, reducing their effectiveness by 1 step (eg. Immunity -> Resistance -> Normal) versus your weapon’s base damage type. If you were not already you become proficient in the Strength (Athletics) skill. If you are already proficient, you gain expertise instead.Strigoi
The strigoi, or Knights as they are nicknamed by the other kindred, not to be confused with the Striga, are the most recent clan to join the ranks of vampire kind. Birthed from a union of clan Alukah and clan Morois antediluvians, this clan was formed to act as protector and soldier of the vampire counts that began to flourish throughout the lands. Their curse twisted by the blood and enchantment magic of the Alukah, and the shadowy touch and foul sorcery of the Moroi, the Strigoi were given great power and physical strength, but were cursed with a deep seated loyalty to those that bound them by blood.
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The Knights (Ex)
At 1st level, you acquire the training necessary to effectively utilise the power of your blood. You gain proficiency with martial weapons, shields, light, medium and heavy armour as well as the Tactics skill and Strength saving throws. If Inheritor is not your initial class, you only gain proficiency in Light Armor, Medium Armor, and Martial Weapons.Curse of Loyalty (Ex)
Latent Bane. Your sense of self and presence of mind are weaker due to the circumstances of the Strigoi's creation. When making social checks with other characters, you subtract a single roll of your Sanguine Die from the final result. Minor Bane. You find yourself a bit lost without the sense of direction and command from another. You suffer disadvantage on rolls made to resist Charm effects. Moderate Bane. Your blood demands you protect your allies and masters. Whenever an ally within 5 feet of you takes damage you must use a free action to reduce the damage by 5. You must use this action whenever you are able. When you do so you take 5 damage that cannot be reduced or redirected in any way. Upon reaching level 18, you are no longer forced to take this action. Major Bane. The magical bonds in your blood are unstable at best and the introduction of more magic only makes things worse. When you fail a saving throw to resist a damaging spell effect you suffer additional necrotic damage equal to two rolls of your Sanguine die. However, that same instability grants strength as taking any non-physical damage infuses your next weapon attack with that damage type, dealing one roll of your Sanguine die in addition to normal damage. Starved. You can activate Blood Sense as a free action during your turn once for free and consuming charges as normal after that.Blood Sense (Su)
Starting at 1st level, you are able to detect life around you more readily than your normal senses. As an action you concentrate your mind and search for sources of life within 60 feet of you. Until the end of your next turn, all living creatures within 60 feet of you are considered revealed to you, unable to gain the benefits from effects such as Invisibility, being Hidden or Cover and creatures affected by this are unable to gain the benefit of Flanking against you. This ability can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. You can perform this action a number of times equal to your Constitution modifier, regaining expended charges on long rest.Strigoi’s Vengeance (Ex)
Starting at 6th level, you are able to make an additional attack when using your action to make a weapon attack. Additionally, when an enemy damages an ally you can expend your reaction and 1 stamina to take revenge upon that creature. Until the end of your next turn, you deal an additional 1d8 damage on the next successful attack made against that creature.Shadow Touched (Ex)
Starting at 10th level, the mixed magics in your blood give you an affinity to the shadows. You do not suffer disadvantage on Dexterity (Stealth) checks caused by your armour in dim-light or darkness. You can also move at full speed while sneaking through dim-light or darkness.Shadow Step (Ma)
Starting at 14th level, your dark nature continues to expand. As a bonus action on your turn you can teleport to an area of dim-light or darkness within 60 feet of you that you can see. When doing so you can choose to activate Blood Sense as a free action. If this teleport places you next to another creature, you can make an attack against that creature as part of this teleport. Additionally, if you did not already possess it you gain Darkvision out to 120 feet and while Blood Sense is active, you cannot be subject to the Surrounded condition. While in darkness you are immune to the Blinded and Dazzled conditions.Vetala
The vetala, or Whispers as they are nicknamed by the other kindred, are those said to be closest to the creator of vampire kind, while the Alukah branched off towards the greater strengths of the hero that birthed their species, the vetala's heritage is closely tied to the demonic side of the curse, with their power deriving from the magic and foul powers of both the shadow and the abyss. It is through this connection to the shadowy realms and the abyssal energies that they have grown a connection to the night and formed within their lineage a shadowy bond that allows them abilities few kindred could perform naturally. Though these gifts come with a cost, like their creator, they fear the light of day above everything else, and though all kindred fear the sun, the Vetalas curse manifests this aversion into something far worse.
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The Whispers (Ex)
At 1st level, you acquire a connection to the abyssal power of your blood. You gain proficiency with light armour, martial weapons as well as the Stealth skill and Charisma saving throws. If Inheritor is not your initial class, you only gain proficiency in Light Armor and Martial Weapons.Curse of the Creator (Ex)
Latent Bane. Your curse is closely tied to that of the demonic side of the vampiric curse. Your weakness in sunlight is greater than others, causing you to suffer from the wounded condition while standing in natural sunlight. Minor Bane. Even outside the sun, you still feel its presence. During the day you suffer from Light Encumbrance Moderate Bane. You attempt to avoid the sunlight as best you can but even glimpsing it seems to burn your eyes. All creatures who are standing in direct sunlight or false sunlight such as the daylight spell are considered heavily obscured to you. However, the darkness is a polar opposite and while you stand in darkness or magical darkness you can use your bonus action to regain hit points equal to one roll of your Sanguine die. You can perform this action a number of times equal to your Proficiency bonus, recovering expended uses on long rest. Major Bane. The radiance of the light is truly a blight upon your flesh, you suffer from false sunlight the same as you would natural sunlight and suffering damage from other sources while in sunlight causes you to lose that damage as maximum hit point drain instead. However, you gain the ability to telepathically share your pain with creatures around you and can use your reaction after taking damage to inflict some measure of it back on the one who dealt it. The triggering creature must make a Charisma saving throw or take one roll of your Sanguine die as psychic damage for every source of damage you take until the start of your next turn. Maximum hit point drain gained from this is recovered upon completion of a long rest. Starved. You recover your expended uses of Moderate Bane. You can do this once per long rest.Glimpse the Mind (Su)
Starting at 1st level, your natural affinity for telepathic thought and speech expands to your perception entirely. While in dim-light or darkness you are able to telepathically link yourself with all willing creatures within 60 feet and share their senses. You act as if you can see whatever that creature sees. You can attempt to invade the senses of a non-willing creature as a bonus action with a Wisdom saving throw versus your blood power DC. If you ever leave the dim-light or darkness or are exposed to a source of bright light, the link ends. If you attempt to invade the senses of a creature 4 or more levels higher than you and they resist, you must make a Charisma saving throw versus their spellcasting DC or become dazzled for 1 round.Essence of Shadow (Ex)
Starting at 6th level, you are able to manifest the shadowy darkness of your demonic heritage. You can manifest two pools of shadow that stretch out to 10 feet, transforming to take the appearance of a weapon, object, or creature to attack. You can make melee martial attacks with these pools of shadow against enemies within 10 feet, or ranged martial attacks up to 60 feet away. These shadows have a Craft Score equal to 10 + double your Proficiency bonus + your Constitution Modifier + your Charisma modifier. You can design one weapon which all your shadows use, utilizing the Axe, Claw, Club, Dagger, Spear, or Sword design rules found within the Weapon Crafting system of the Syrik Crafting Guide. You can change this weapon over the course of 8 hours as part of a long rest. Weapons made in this way cannot be Exotic in nature. Alternatively, you can absorb a weapon into your shadows over the course of 8 hours. Your shadows then act as an exact copy of the weapon so long as you meet the requirements to wield the weapon (attunement, weight, etc). You can only have one weapon absorbed this way and it must be an Axe, Claw, Club, Dagger, Spear, or Sword type weapon. The weapon is expelled from your shadows if you die, if you absorb a new weapon over 8 hours on a different weapon, or create a new weapon. The weapon appears at your feet when it is expelled from your shadows. As an action on your turn, you can make one attack with each shadow you possess. While under the affects of haste or similar abilities, you can only make one shadow attack with the additional action. These shadows are considered both melee and ranged attacks based on your distance from a creature, if you are within 10 feet or less the strike is melee. When calculating your attack and damage rolls as well as rolls you can use your Charisma modifier instead of Strength or Dexterity. You can additionally perform grapple using your Charisma modifier against creatures as normal regardless of range. Finally, you gain the ability to see normally in magical darkness to a distance of 60 feet.Shadow Play (Ma)
Starting at 10th level, you gain the ability to manipulate the very darkness around you, aiding in your efforts to extinguish the light. As an action you can extend an area of dim-light, darkness or magical darkness to up to twice its current size for 10 minutes. Any non-magical sources of light are not extinguished but they no longer effectively cast light and will return to normal after this feature ends. You can also choose to imbue this area with an otherworldly sense of hot or cold, creating an uncomfortable area for all creatures within it, causing them to suffer disadvantage on all ability checks while within the area if it is hot or reducing their speed by half if it is cold. You can perform this action a number of times equal to your Charisma modifier, regaining expended uses on long rest. Finally, you gain proficiency in Charisma (Intimidation) if you did not already, or Expertise if you did as you use the shadows to manipulate your visage to appear truly terrifying.Tenebrous (Su)
Starting at 14th level, your powers over the darkness and shadow allow you to adopt them as your form. As a bonus action you can call upon your inner darkness to assume a form of pure shadow. You gain two additional shadows that can attack, allowing you to make up to four shadow attacks as an action, or two shadow attacks while under the effects of haste or similar abilities. While in this form you possess little physical matter, gaining resistance to slashing, piercing and bludgeoning damage as well as advantage on Strength, Dexterity and Constitution saving throws. You can pass through small holes, narrow openings, and even mere cracks, though you treat liquids as though they were solid surfaces. While in this form, you are not considered to be in sunlight or false sunlight unless a source of false sunlight originates from a source 4 character levels or greater than you. This feature lasts for a number of rounds equal to your Charisma modifier. Once you have used this feature you cannot do so again until you finish a short or long rest.Blood Quality
When feeding on a creature, refer to the following table to determine the rewards one might receive for feeding off a specific creature type. Creatures may also possess blood with hidden properties, be sure to ask your GM if any such effects or properties appear. If a creature type is not listed on the list, ask your GM for a ruling regarding the feeding.| Blood Quality | Feeding Result | Example Creatures |
|---|---|---|
| Average | Gain Bane bane ticks equal to your Con Modifier | Middle-class humanoids |
| Poor* | Gain Bane ticks equal to half your Con Modifier | Low-class humanoids, Beasts** |
| Good | Reduce bane severity by 1 and gain blood points equal to your Con Modifier | Upper-class humanoids, Planetouched humanoids |
| Awful* | *Gain 1 Bane ticks | Tiny creatures, Vermin, Undead(D)*** |
| Magical | *Gain blood points equal to your Con Modifier | Fey**, Magical beasts, Angels, Devils, Demons, Dragons |
| Artificial | Sustenance Only | Alchemical concotions |
** Ghenze treat Beasts as Average and Fey as Good + Magical quality at level 14
*** Lamia can treat Undead as Average quality at level 14 if the GM rules the creature to have a soul
(D) Undead do not provide the benefit of Awful quality unless they are ruled to have blood
Inheritor Spell List
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Cantrips
- Acid Splash
- Blade Ward
- Booming Blade
- Chill Touch
- Friends
- Frostbite
- Infestation
- Lightning Lure
- Mage Hand
- Mending
- Message
- Magic Stone
- Mind Sliver
- Minor Illusion
- Mold Earth
- Poison Spray
- Prestidigitation
- Ray of Frost
- Sapping Sting
- Shocking Grasp
- Sword Burst
- Thaumaturgy
- Thunderclap
- Toll the Dead
1st Level
- Armor of Agathys
- Arms of Hadar
- Bestow Wounds
- Cause Fear
- Charm Person
- Conjure Undead
- Detect Magic
- Disguise Self
- Expeditious Retreat
- False Life
- Frost Fingers
- Hellish Rebuke
- Hex
- Identify
- Illusory Script
- Protection from Good and Evil
- Ray of Sickness
- Repair Undead
- Sculpt Corpse
- Shield
- Hideous Laughter
- Unseen Servant
- Witch Bolt
2nd Level
- Alter Self
- Binding Ice
- Blindness/Deafness
- Blur
- Borrowed Knowledge
- Corpse Explosion
- Crown of Madness
- Darkness
- Dark Whispers
- Death Knell
- Detect Thoughts
- Enthrall
- Hold Person
- Invisibility
- Magic Aura
- Mind Spike
- Mirror Image
- Misty Step
- Pox Pustules
- Ray of Enfeeblement
- See Invisibility
- Shadow Blade
- Shatter
- Spider Climb
- Suggestion
- Vision of Entropy
- Web
- Whip of Spiders
- Wither and Bloom
3rd Level
- Animate Dead
- Bestow Curse
- Counterspell
- Dispel Magic
- Enemies Abound
- Fast Friends
- Fear
- Feign Death
- Flesh Puppet
- Hunger of Hadar
- Hypnotic Pattern
- Life Transference
- Incite Greed
- Intellect Fortress
- Isolate
- Magic Circle
- Major Image
- Nondetection
- Remove Curse
- Speak with Dead
- Spirit Shroud
- Summon Lesser Demons
- Summon Shadowspawn
- Summon Undead
- Thunder Step
4th Level
- Arcane Eye
- Banishment
- Black Tentacles
- Blight
- Charm Monster
- Elemental Bane
- Fabricate
- Ghoul Army
- Greater Invisibility
- Hallucinatory Terrain
- Necrotic Grasp
- Phantasmal Killer
- Psychic Lance
- Shadow of Moil
- Stoneskin
- Summon Aberration
- Summon Greater Demon
5th Level
- Animate Objects
- Banshee Blast
- Cone of Cold
- Danse Macabre
- Dream
- Geas
- Hold Monster
- Infernal Calling
- Legend Lore
- Negative Energy Flood
- Seeming
- Synaptic Static
- Teleportation Circle
- Wall of Force
6th Level
- Circle of Death
- Create Undead
- Epidemic
- Eyebite
- Flesh to Stone
- Freezing Sphere
- Investiture of Ice
- Investiture of Stone
- Irresistible Dance
- Magic Jar
- Mass Suggestion
- Otherworldly Guise
- Pox
- Scatter
- Soul Cage
- Summon Fiend
- Wall of Ice
7th Level
- Finger of Death
- Plane Shift
- Plague Storm
- Power Word: Pain
- Prismatic Spray
- Sequester
- Simulacrum
- Teleport
- Tether Essence
8th Level
- Antimagic Field
- Antipathy/Sympathy
- Control Weather
- Demiplane
- Dominate Monster
- Feeblemind
- Maddening Darkness
- Power Word: Stun
- Telepathy
9th Level
- Foresight
- Imprisonment
- Power Word: Kill
- Psychic Scream
- Ravenous Void
- Time Ravage
- Time Stop
- Wall of Suppression

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