Vampirism: True Vampire
Prerequisite(s): 12th level, Child of the Night feat
You have reached the peak of your necromantic potential, and have become a true vampire. You gain the following features:
- Darkvision. Your Darkvision extends by 60 feet.
- Vampiric Progeny. Living creatures killed by your vampiric bite and then buried in the ground rise the following night as vampire spawn under your control. Vampire spawn who feed from you are no longer under your control.
Additionally, choose three traits the list below. You can replace any one of these traits with one from Child of the Night or Dark Adaptation.
- Charm. You may attempt to charm and beguile others. You may target one creature you can see within 30 feet. If the target can see you, the target must succeed on a Wisdom saving throw
(DC equal to 8 + your proficiency bonus + your Charisma modifier)against this magic or be Charmed by you. The Charmed target regards you as a trusted friend to be heeded and protected. Although the target isn't under your control, it takes your requests or actions in the most favorable way it can, and it is a willing target for your bite attack. Each time you or your allies do something harmful to the target, it can repeat the saving throw, ending the effect on itself as a success. Otherwise, it lasts 24 hours or until you are killed, travel to a different plane of existence, or take a Bonus Action to end the effect. - Frozen Soul. You are immune to Cold damage. Additionally, once per turn when you move through a creature's space using your Draugr ability, you may Chill it until the start of your next turn. Requires Draugr.
- Feast of Yang. You regain the uses of your ability to invoke your numerological totem when finishing a Short Rest. Additionally, whenever a creature you can see rolls a natural 1 (or you invoke your numerological totem to count as a natural 1), you deal 4d6 necrotic damage to that creature and gain that many temporary hit points. Unlike most temporary hit points, these stack with all other forms of temporary hit points, and do not expire. Requires Jiangshi.
- Shriek. When you take the Attack action on your turn, you can replace one of your attacks with a hypersonic screech. Each creature in 30-foot cone must make a Constitution saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 4d6 thunder damage and is Deafened and Dazed until the end of your next turn. On a successful save, it takes half as much damage and suffers no additional effects. You can use this Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest, though you regain two of these uses when you finish a short rest. Requires Katakan.
- Mind Drinker. You ignore resistance to Psychic damage and treat immunity to Psychic damage as resistance against creatures who you have a telepathic link with, such creatures have disadvantage on saving throws rolled against you, and whenever you deal Psychic damage, you recover hit points equal to half that amount. Additionally, you can form nightmares in the dreams of creatures in your telepathic link who you visit while resting. Requires Moroi.
- Venom Drinker. You are immune to Poison damage and the Poisoned condition. Whenever you are subjected to Poison damage, you regain a number of Hit Points equal to the Poison damage dealt. Requires Nosferatu.
- Umbral Lord. You are immune to Necrotic damage. If you have the Shapeshifter feature from Child of the Night, you can also transform into a shadow. Your shadow form is identical to your mist form except instead of a 20 foot flying speed, it has a 300 foot speed. When you drop to 0 hit points, you can choose to transform into your mist form or your shadow form. Requires Strigoi.
- Blood Caller. You learn the Incite Blood cantrip, which is identical to Incite Water, save that you can cast it as a Bonus Action, and that it can only affect blood or creatures who have blood and are not at full hit points. When you use the Frostbite option, it deals Necrotic damage, the target's Hit Point maximum decreases by an amount equal to the damage taken, and you regains Hit Points equal to that amount. Requires Vrykolakas.

