







You were born under the Birthsign of the Lover and gain the Lover's Kiss power. This ability can be cast once per day.
Lover's Kiss. As an action, you touch a humanoid in an attempt to paralyze them. The target must make a Wisdom saving throw or be paralyzed for 1 minute. The DC is determined by 8 + your proficiency bonus + your Constitution, Charisma, Wisdom, or Intelligence modifier (your choice). The paralysis ends early if the target takes damage. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
| Level 1st | Casting Time 1 Action | Range/Area 30ft. | Components V, S |
| Duration Concentration, 1 Minute | School Evocation | Attack/Save Ranged | Damage/Effect Necrotic Dmg |
You channel a beam of siphoning red energy at a target within range, forming a sustained arc of said energy between you and your target. Make a ranged spell attack against the creature. On a hit, the target takes 1d12 necrotic damage, and on each of your turns for the duration, you can use your action to deal another 1d12 necrotic damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside of the spell's range or if it has total cover from you.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.
True Vampirism is imparted on a person not by disease or infection from the body or magic of another vampire, but purely through the draining of one's blood. A simple, single bite is not enough. It is a ritual. While there are a few methods of this ritual, all of them require bringing the victim as near to death as they can get and then imparting vampiric blood upon them.
The most common ritual in turning a vampire is through another vampire's bite. A vampire must drain enough blood to bring a victim to the brink of death. When done right, this will send the victim into a pseudo-coma state and shall remain unconscious for 3 days. At the end of the 3 days, the vampire must be near enough to the victim to impart upon them a taste of their own blood. If the vampire is absent, it is up to the victim's will, constitution, and perhaps the aid of others, to survive. Otherwise, they will simply die.
After tasting the blood of their vampire sire, the victim will awake as a vampire the next day. In the first few days of their new lives as a Vampire, their hunger will be insatiable. This is another reason for their vampire sire to be near, lest they go off in a chaotic rage to get any and as much blood as they can. Typically, this is done in the same fashion in which they were turned. Often, these newly-sired vampires who lack their sire's guidance, wind up truly dead after a short while, since their rampant activity will bring every nearby vampire hunter to them.
Once turned, and in control of their new-born hunger, a Vampire is something more. They have gained the following traits:
Regardless of your class, as a Vampire you know the spell Blood Drain. You can cast it, four times per day, as a 1st Level spell, without using material components or a spell slot. All damage dealt by casting the spell in this way restores your own HP by the same amount.
| Description | Entity | Location | ||
|---|---|---|---|---|
| Spouse | Kyo Aramaki | |||