Vampire

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Source: Harker's Guide to Vampire Hunting

A lone figure shrouded in a dark cloak perches on a forlorn balcony, surveilling their kingdom and determining where next to feed.

Deep in the darkest recesses of a sprawling dungeon, arcane light casts a striking silhouette as a vampire arcanist practices her spells.

Under the safety of thick smoke that blots out the sun, a vampire general in black and gold armor paints a crimson stroke across the battlefield, gorging himself on blood as he cuts his path.

Creatures of the night, the dark masters of shadow and mist and decay and blood, vampires lord over their domains with crimson passion.

Three Types of Vampirism

In Ancerra during the events of Veil of the Eternal Night, there are three types of Vampirism. They are briefly explained here, but note that there are certain secrets mysteries surrounding these vampiric bloodlines that vampires themselves may not know. These secrets may be unearthed over the course of Soliloquy of Annihilation and Daughter of the Shadows.

Universal Vampiric Traits

Regardless of their origins, all vampires share certain universal characteristics.

  • All vampires burn when exposed to sunlight, so many are nocturnal, subterranean, or only travel in covered carriages or under canvases propped up by enthralled servants.
  • All vampires have certain innate magical qualities, primarily the ability to enthrall other creatures. Their thralls, or “familiars,” can often get around legalistic loopholes that some vampires can’t; a familiar might walk into a residence and then invite the vampire in, for example.
  • Given the longevity of vampires, many will learn additional magic, ranging from things that vampires are innately good at such as manipulating darkness or summoning wolves to magical abilities that are more unconventional for vampires, such as pyromancy or alchemy.
  • Because Tovare, the head of the celestial pantheon, blessed the Tree of Life and the River of Life, all vampires are particularly susceptible to stakes and holy water.
  • When a vampire dies, it is unlikely to truly be permanently dead. Most vampires turn into mist and drift back to their ancestral soil or coffin, whereupon they reform and become reanimated the next night. Staking a vampire before it reanimates, or decapitating and burning it, results in a vampire’s permanent death.
  • Finally, most vampires have great egos. Given their long lifespan and their natural propensity to develop magical abilities, they often treat other humanoids as their playthings. Their ability to enthrall other creatures only feeds into their sense of pride and grandeur.

Ancerran Vampirism

The oldest form of Vampirism is simply known as Ancerran Vampirism. Vampires from this bloodline gradually degenerate over the course of hundreds of years. Drinking blood can sustain them for quite a long time, but this does not mean that they are immortal. Most live to be about five hundred before no amount of blood can sustain them, and they eventually decay into dust.

Ancerran vampires are especially susceptible to running water. They also tend to naturally develop more instinctive tendencies, like a cat or a bird of prey, rather than the deliberate cunning of other vampires. Ancerran vampires are linked to ancestral soil, to which they return when they have been killed and need to regenerate. Ancerran vampires are not restricted to remain outside of domiciles unless invited, making them dangerously unpredictable.

Croftian Vampirism

Hailing from the plane of Shadowcroft, Croftian vampires are descendants from the line of Lilith, the first vampire in Shadowcroft. Lilith herself is immortal; she can be killed, but not by natural causes. Vampires of her bloodline tend to live a thousand or more years, but do still die of old age eventually. Lilith herself is both a vampire and one of Shadowcroft’s archdevils, and this fiendish bloodline remains strong in all of her heirs. Croftian vampires are not as vulnerable to running water as Ancerran vampires, but Croftian vampires are vulnerable to silver due to their fiendish heritage. Croftian vampires are also linked to specific coffins, rather than ancestral soil.

Draculean Vampirism

The strongest of the three strains of Vampirism, Draculean Vampirism is a scientifically synthesized form of Vampirism that keeps the strengths of Ancerran and Croftian Vampirism while mitigating their weaknesses. Dracula was the first to become such a vampire, and he considers turning someone else into a Draculean vampire a sign of tremendous benevolence.

Draculean vampires are unharmed by running water, though holy water still injures them. They are also not magically vulnerable to silver. Draculean vampires are truly immortal; they can be killed, but they will not eventually decay as Ancerran vampires do. Dracula himself is utterly pragmatic, and so while he is not magically forbidden from entering any domicile uninvited, he has forbidden all of his bloodline from entering a residence without invitation. He has done this not out of any misplaced sense of kindness or honor, but out of pure economical considerations: the humanoid population must be able to reproduce for him to feed upon indefinitely if he is to live forever.

Lore and Game Balance

Dracula’s line is the most powerful vampiric bloodline in Ancerra, and this is reflected in the Heritage Discoveries mechanic in this class. However, the true strength of Dracula’s bloodline is not readily apparent until high- level play. Furthermore, note that creatures of Dracula’s bloodline cannot harm him unless he releases them from his sire, so if you want to go toe to toe with Dracula more effectively, consider playing an Ancerran or Croftian vampire.

Additionally, note that for the purpose of game balance, you do gain the ability to regenerate by returning to your coffin or ancestral soil, but you do not gain this ability until level seven.

Vampire Tracks

Courtier. Through wit and cunning you have charmed your way to the top of the local political scene. Your way with people makes you a natural diplomat, negotiator, or interrogator.

Crimson. You embrace the more bestial side of your vampiric nature, reveling in bloody feasts. Nothing energizes you so much as a little carnage.

Dark Lord. You command the night as a servant and its denizens as your personal army. As a dark lord, you cloak yourself in shadow and demand the fealty of all that seek the night’s dark embrace.

Heritage. Your unique properties as an Ancerran, Croftian, or Draculean vampire grow more pronounced. Each respective heritage offers its own benefits and innate magical abilities.

Spirit Feast. Feeding on creatures does more for you than for a typical vampire. Beyond rejuvenating you, feeding on someone else gives you access to their skills, their expertise, and even their memories.

Subclass Tracks

Vampire Entry Talent

After gaining the Vampire Entry talent, you can take talents from any of the Vampire tracks. When you take this class, it symbolizes your hero’s transformation into a vampire. While you can stay entirely within this class, it is designed with multiclassing in mind. For example, if you intend to play a warlord or a wizard archetype as a vampire, simply multiclass into warrior or mage.

Talent PreReq Description Tags
Vampire Entry Character Level 2

Incompatible: Dhampir Lineage, Undead Lineage

When you take this entry talent, gain the following abilities.
  • Crimson Consumption. You gain a Bite attack and Crimson Drink.
    • Bite: (2 AP) Reach 5 ft Natural Weapon. +STR or DEX vs REF. Hit: 1d4+STR or DEX sharp damage. This automatically hits a creature that you have Charmed or Enthralled.
    • Crimson Drink (2/Rest). When you hit a creature with this Bite attack, you may regain HP equal to the damage you dealt. If you do not use Crimson Drink in a 7 day period, you begin desiccating. Your END temporarily decreases by 1 per day after this period. If your END reaches -4 in this way, you become completely incapacitated until another creature feeds you fresh blood, whereupon your END becomes -3.
      • (1/Rest) When you use Crimson Drink and your END is lower than its normal value, regain 1 END.
  • Darkvision. Gain +30 ft Darkvision.
  • Opportunist. You can Exploit.
  • Unholy Charm (2/Rest). By spending 3 AP, you may attempt to Charm a creature within 30 ft of you. Make a CHA attack against the creature’s WILL. On a hit, the creature is Charmed for 1 minute. On a miss, it is Charmed until the end of your next turn.
  • Wall Walker (2/Rest). By spending 1 AP, you may gain a climb speed equal to your walking speed. This lasts for 1 minute.
  • Vampiric Curse. You are cursed to observe certain limitations.
    • Scourging Sunlight: When you start your turn in sunlight, you take 4d10 radiant damage and all creatures are considered Concealed from you until the start of your next turn. Completely covering yourself in thick clothing, shielding yourself from sunlight via a shade like a parasol, and similar effects prevent the damage, but not the hindered visibility.
    • Ravaging Waters: When you start your turn in running water, you take 2d10 radiant damage.
    • Garlic Poisoning: When you use Crimson Drink on a creature that has consumed garlic within the past 24 hours, you become Sickened for the next 10 minutes.
    • High Stakes: You are Vulnerable 1 against wooden weapons that deal sharp damage, such as stakes.
    • Iconographic Aversion. Choose one pantheon. Icons depicting deities from that pantheon, or symbols pertaining to that pantheon, harm you. When you start your turn within 30 ft of such an icon, you are Chilled.
Class Entry, Vampire

Courtier Track

Talent PreReq Description Tags
Unholy Charm II Vampire Entry Regain +1 use of your Unholy Charm ability when you Recoup. Vampire, Courtier
Cunning Courtier Unholy Charm II Gain +6 Skill Points that you can spend on any skills with the observation, influence, or subterfuge tag. Vampire, Courtier, Repeatable
Courtier's Cadre Cunning Courtier After spending at least 24 hours in an urban environment, you may recruit one humanoid into your cadre of personal attendants. This humanoid will not accompany you outside of the urban area and will not put itself in physical danger, but will otherwise follow your lawful or unlawful commands to the best of its ability.

You may have a number of members in your cadre up to 1⁄2 your CHA. If you would take on a member in excess of this limit, choose a previous member to release from your cadre; the released member is no longer obligated to you in any way.

Members of your cadre have the stats of any creature with the humanoid tag of ML 2 or less.

Vampire, Courtier
Mislead Courtier's Cadre When you would use Unholy Charm, you may attempt to mislead your target. If you hit, rather than affecting your target normally, you may instead convince the target of a simple lie, such as “These are not the golems you’re looking for.” Such a lie must be attributable to a simple mistake, such as confusing a person for someone else or the target thinking that they forgot their keys. The target operates under this assumption for 10 minutes, whereupon the effects end. Vampire, Courtier
Unholy Charm III Mislead Creatures Charmed by your Unholy Charm ability are instead Enthralled. Vampire, Courtier
Familiar Unholy Charm III If you have used Unholy Charm to successfully Enthrall a creature that is also a member of your cadre, you may turn that creature into your familiar. Your familiar is permanently Enthralled to you, will act on your behalf, and instinctively knows what your best interests are in any given situation. Your familiar is willing to travel with you outside of its original environment, will fight for you (taking its turn immediately before you in Initiative), and will risk its bodily health for you. You may only have 1 familiar at a time. If you take on a new familiar, your previous familiar is released from any obligation to you. Vampire, Courtier
Courtier's Cadre II Unholy Charm III Members of your cadre may have the stats of any creature with the humanoid tag of ML 3 or less.

It only takes you 8 hours in an urban environment to recruit a new member of your cadre.

Vampire, Courtier
Cunning Courtier II Courtier's Cadre II Gain the Influential ability.
  • Influential (1/Recoup). When you fail a check using a skill with the influence tag, you may reroll the check and take the second result.
Vampire, Courtier
Undead Panache Cunning Courtier II Gain +2 TA against creatures that you have Charmed or Enthralled within the past hour. Vampire, Courtier
Courtier's Cadre III Undead Panache Members of your cadre may have the stats of any creature with the humanoid tag of ML 4 or less.

You may have a number of members in your cadre equal to your CHA.

Vampire, Courtier
Vampire Spawn Courtier's Cadre III You may kill your familiar, turning them into a lesser vampire. They gain the stats of a Vampire Spawn with the following modifications:
  • 55 max HP.
  • It only has Tier 1 actions. On each of its turns, it may take two Tier 1 actions.
  • It does not have the Frighten ability.
  • It does not have DR or Regen.
  • It is Enthralled to you.

You cannot create another familiar unless your Vampire Spawn dies.

Vampire, Courtier
Unholy Charm IV Vampire Spawn When you hit a creature with your Unholy Charm attack, it is Enthralled for 10 minutes. When you miss, it is instead Enthralled for 1 round and then Charmed for 1 minute. Vampire, Courtier
Cunning Courtier III Unholy Charm IV Gain +4 Skill Points that you can spend on any skills with the observation, influence, or subterfuge tag.

Your Influential ability becomes 3/Recoup.

Vampire, Courtier
Vampire Spawn II Cunning Courtier III If your familiar is a Vampire Spawn, it now retains its Frighten ability and its Regen. Vampire, Courtier
Sire Vampire Spawn II You are no longer limited to one familiar or Vampire Spawn. Rather, you may have a total number of familiars and Vampire Spawn equal to 1⁄2 your CHA, but you may only take one new familiar per month.

You may release Vampire Spawn from being Enthralled to you. Doing so renders them fully autonomous and allows you to take on additional familiars or Vampire Spawn.

  • Level 30: Vampire Spawn that you create and release from being Enthralled become full Vampires after 1d4 years.
Vampire, Courtier, Capstone

Crimson Thirst Track

Talent PreReq Description Tags
Undead Grasp Vampire Entry Gain +2 TA on checks to Grapple any creature that has been Charmed or Enthralled by you within the past 10 minutes. Vampire, Crimson Thirst
Blood Rejuvenation Undead Grasp When you use Crimson Drink, you also gain +1 AP when you start your next turn. Vampire, Crimson Thirst
Captivating Blood Rejuvenation When you use Crimson Drink, you may cause the target creature to become Engaged by you until the end of your next turn. Vampire, Crimson Thirst
Crimson Rage Blood Rejuvenation When you use Crimson Drink, you may deal +2 damage against the target creature on all further attacks until the end of your next turn. Vampire, Crimson Thirst
Hungering Instinct Blood Rejuvenation When you use Crimson Drink, gain +5 ft speed and +1 TA until the end of your next turn. Vampire, Crimson Thirst
Sanguine Resilience Crimson Thirst 3 When you use your Bite attack from Crimson Consumption and regain HP as a result, you become Rallied and Protected until the end of your next turn. Vampire, Crimson Thirst
Crimson Resistance Crimson Thirst 3 Gain Resist Physical +2, Resist Necrotic +3, and Resist Toxic +3, but you also gain Vulnerable Divine +1 and Vulnerable Silvered Weapons +1. Vampire, Crimson Thirst
Claws Crimson Thirst 3 Gain a Claws attack.
  • Claws: (2 AP) Reach 5 ft Natural Weapon. +STR or DEX vs AR. Hit: 1d4+STR or DEX sharp and 1d4 necrotic damage.
Vampire, Crimson Thirst
Undead Grasp II Crimson Thirst 4 Gain +2 TA on attacks against creatures that you have Grappled. Vampire, Crimson Thirst
Crimson Drink II Undead Grasp II Crimson Consumption’s damage die increases by one die size (max 1d12).

Crimson Drink becomes 1⁄2 CHA/Rest (min 2).

Vampire, Crimson Thirst
Vicelike Grip Crimson Drink II When Grappling a creature, you are considered one Size larger when determining movement.

Gain +4 Skill Points that you can spend on any skills with the athleticism or survival tag.

Vampire, Crimson Thirst
Blood Thirst Vicelike Grip Your Bite attack does +3 damage against a Bloodied creature. Vampire, Crimson Thirst
Crimson Rage II Vicelike Grip, Crimson Rage When you are Bloodied, deal +3 damage the first time you hit on each of your turns. Vampire, Crimson Thirst
Hooked Claws Vicelike Grip, Claws Your Wall Walk ability lasts for 10 minutes.

The damage die for your Claws increases by one die size (e.g. 1d6 to 1d8, max 1d12).

Vampire, Crimson Thirst
Sanguine Luck Crimson Thirst 8

Incompatible: Sanguine Stamina, Sanguine Resolve

When you use Crimson Drink, you gain one Luck point that you lose if unused at the end of your next turn. Vampire, Crimson Thirst
Sanguine Stamina Crimson Thirst 8

Incompatible: Sanguine Luck, Sanguine Resolve

When you use Crimson Drink, gain +3 to your physical defenses until the end of your next turn. Vampire, Crimson Thirst
Sanguine Resolve Crimson Thirst 8

Incompatible: Sanguine Luck, Sanguine Stamina

When you use Crimson Drink, gain +3 to your mental defenses until the end of your next turn. Vampire, Crimson Thirst
Crimson Drink III Sanguine Luck, Sanguine Stamina, or Sanguine Resolve If a creature has Resist Sharp or Immune Sharp, you may choose for your Crimson Consumption to do necrotic damage instead.

Gain +4 Skill Points that you may spend on any skills with the observation, subterfuge, and survival tag.

Vampire, Crimson Thirst
Puncturing Bite Crimson Drink III

Incompatible: Revitalizing Bite

When you crit with your Bite attack, a creature gains Bleeding 1d4. The INT/Medicine check required to stop this Bleeding is 10 + your STR or DEX. Vampire, Crimson Thirst
Revitalizing Bite Crimson Drink III

Incompatible: Puncturing Bite

Gain the Revitalizing Bite ability.
  • Revitalizing Bite (1/Rest). When you use Crimson Drink, you regain 1d4 HP at the start of your next 6 turns, in addition to the initial HP you gained.)
Vampire, Crimson Thirst
Crimson Drink IV Puncturing Bite or Revitalizing Bite Gain +4 Skill Points that you can spend on any skills with the observation, subterfuge, and survival tag.

Crimson Drink becomes CHA/Rest.

Vampire, Crimson Thirst
Sanguine Spirit Crimson Drink IV, Sanguine Luck When you use Crimson Drink, gain +1 LUCK, COR, or SAN until you use this ability again or Take a Rest. This can exceed your attribute cap, but does not increase your rechargeable abilities (e.g., LUCK/Rest). Vampire, Crimson Thirst
Sanguine Physique Crimson Drink IV, Sanguine Stamina When you use Crimson Drink, gain +1 STR, DEX, or END until you use this ability again or Take a Rest. This can exceed your attribute cap, but does not increase your rechargeable abilities (e.g., STR/Rest). Vampire, Crimson Thirst
Sanguine Mentality Crimson Drink IV, Sanguine Resolve When you use Crimson Drink, gain +1 AWR, INT, or CHA until you use this ability again or Take a Rest. This can exceed your attribute cap, but does not increase your rechargeable abilities (e.g., AWR/Rest). Vampire, Crimson Thirst
Crimson Drink V Sanguine Spirit, Sanguine Physique, or Sanguine Mentality Crimson Consumption’s damage die increases by one die size (e.g. 1d6 to 1d8, max 1d12).

Regain +1 use of your Crimson Drink when you Recoup.

Vampire, Crimson Thirst
Incsrutable Crimson Drink V When you use Crimson Drink, you may remove 1 of your Death Points.

Your Sanguine Spirit, Physique, or Mentality bonus becomes +2 for the duration.

  • Level 30: When you use Crimson Drink, you may also remove the Fatigued condition.
Vampire, Crimson Thirst, Capstone

Dark Lord Track

Talent PreReq Description Tags
Wall Runner Vampire Entry You gain a climb speed equal to your walking speed. Activating Wall Walker allows you to walk across overhanging surfaces such as ceilings. Vampire, Dark Lord
Shapeshift Wall Runner Gain the Shapeshift ability.
  • Shapeshift (END/Rest). Spend 3 AP to shapeshift into a wolf or a spider.

You retain your own mental and metaphysical attributes but otherwise gain the statistics of a Wolf or spider. A spider is Fine size, has 2 HP, Darkvision 30 ft, and a walking and climb speed of 20 ft. It can climb on vertical surfaces and across ceilings unimpeded. It has no attacks.

Once you take enough damage to lose your form, you revert to your normal form and take any excess damage.

You may now take the Mist Form and Bat Swarm Form talents from the Heritage Track, ignoring their prerequisites.

Vampire, Dark Lord
Children of the Night Shapeshift Cats, Dogs, Horses, and other domesticated animals always treat you with hostility and fear. However, you are never willingly attacked by bats, rats, and wolves.

Gain the Children of the Night ability.

  • Children of the Night (1/Rest). Provided that such creatures naturally live in the area, you may summon one creature from the following choices by spending 2 AP to an unoccupied space within 30 ft of you. The creature takes its turn after you in Initiative. That monster is friendly towards you and your allies for one hour. At the end of this time, the monster wanders away
Vampire, Dark Lord
Shadow Step Wall Runner You gain the Warp Step occult spell. You may cast this spell without spending SP by losing HP equal to the SP you would spend. You cannot upcharge it. You must both start and end your movement within dim light or darkness to do so. Vampire, Dark Lord
Lurk Shadow Step You ignore TD that would be imposed by attacking a creature with the Concealed condition.

When you start your turn in dim light, if you had at least 1 AP that you carried over from your previous turn, gain +2 to all of your defenses until the start of your next turn.

When you start your turn in darkness and had at least 1 AP that you carried over from your previous turn, gain +1 Sneak Attack die (1d6 if you previously had none).

You can apply Sneak Attack damage to a creature that you hit with a melee attack with a light weapon if you had TA against the target and no TD. You may do this once per turn.

Vampire, Dark Lord
Innate Magic Children of the Night or Lurk You gain access to a curated set of magical abilities as a vampire. Choose a number of cantrips, chants, or spells equal to your END (min 1) from the following list. You initially know a number of magical abilities equal to your END (min 1), so if your END changes, you learn or forget one accordingly. You can cast cantrips and chants that you know from this list any number of times, and their Power Level is 1.

Gain Innate Casting.

  • Innate Casting (CHA/Rest). You can cast any spells you know from this list without spending SP, but cannot upcharge them. Any magical abilities you learn in this way are considered occult.

Arcane Cantrips: Frostbite, Grave Whisper, Signature

Occult Chants: Cultic Revenge, Eldritch Orb, Forked Tongue, Mesmerize, Nick, Shadow Knife, Sickening Gaze, Sonorous Voice, Withering Grasp

Primal Chants: Catclaw, Charm Creature, Fleetfoot, Foreboding Menace, Mist

Arcane Spells: Decay, Flay, Frost Beam, Minor Illusion, Seal/Unseal, Sense Magic

Occult Spells: Darkness, Hex of Hemophilia

Primal Spells: Cornered Frenzy, Creeping Fear, Hunter's Quarry, Nighteye

Psionic Spells: Jump, Minor Telepathy, Morph Features

Vampire, Dark Lord
Innate Magic II Innate Magic Repeatable. Learn 2 cantrips or chants from the Innate Magic list. Vampire, Dark Lord, Repeatable
Ancestral Soil Innate Magic II You have collected an urn of soil from your ancestral homeland. While within 30 ft of your ancestral soil, if you are at 0 HP, you may spend 1 AP to avoid gaining a Death Point at the end of your turn. The urn has 10 HP and an AR of 10. If it is destroyed, you must spend at least 1 hour recovering the soil and storing it in another container before you can benefit from this ability again. Any vessel containing your ancestral soil has the same stats, and reducing it to 0 HP represents the vessel either breaking or overturning. Vampire, Dark Lord
Shapeshift II Ancestral Soil, Shapeshift Shapeshift becomes 2 AP and you may also shapeshift into a Dire Wolf. Vampire, Dark Lord
Children of the Night II Shapeshift II When you summon creatures, you may choose more powerful monsters, choosing from the original options or from:

Children of the Night becomes 3/Rest, but only one use of it can be active at once.

Vampire, Dark Lord
Nurture Children of the Night II You may spend 1 AP and touch a creature that you have summoned. Lose 1d10 HP. The creature gains Shield HP equal to double the HP you lost. Vampire, Dark Lord
Lurk II Ancestral Soil, Lurk Your Darkvision increases +30 ft.

When you start your turn in dim light, if you had at least 1 AP that you carried over from your previous turn, gain +5 ft speed, or +10 ft if you started your turn in darkness.

Vampire, Dark Lord
Shadow Step II Lurk II Shadow Step becomes HP equal to 1⁄2 the SP you would spend if you both start and end your movement within darkness. Vampire, Dark Lord
Lurk III Shadow Step II When you start your turn in darkness, if you had at least 1 AP that you carried over from your previous turn, you are considered Unseen to creatures relying on Darkvision while you remain in darkness. You lose the Unseen condition against such creatures only if you deal damage to them. Vampire, Dark Lord
Innate Magic III Nurture or Lurk III The number of Innate Magic magical abilities you know becomes END+1.

Add the following spells to the list of magical abilities you can learn using Innate Magic. Each of these spells expend 2 uses of your Innate Casting when used.

Arcane Spells: Fly, Locate Magic, Raise Skeleton

Occult Spells: Grasp of Bones, Silence

Primal Spells: Feast for Crows, Mist of the Everwilds, Wall of Briars

Psionic Spells: Blur, Far Sense

Vampire, Dark Lord
Feast Innate Magic III, Nurture You may spend 1 AP and touch a creature that you have summoned. It loses 1d10 HP (ignoring its Shield HP if it has any). You gain Shield HP equal to double the HP it lost. Vampire, Dark Lord
Shapeshift III Feast Shapeshift becomes 1 AP and you may also shapeshift into a Alpha Wolf or Dire Spider. Vampire, Dark Lord
Feast II Shapeshift III If you kill your summoned creature using Feast, you gain normal HP instead of Shield HP. Vampire, Dark Lord
Lurk IV Innate Magic III, Lurk III When you start your turn in dim light, if you had at least 1 AP that you carried over from your previous turn, gain +1 Sneak Attack die, or +2 Sneak Attack dice if you started your turn in darkness. Vampire, Dark Lord
Shadow Step III Lurk IV The first time you cast Warp Step after rolling Initiative, it costs you no HP. Vampire, Dark Lord
Lurk V Shadow Step III When you start your turn in dim light or darkness, if you had at least 1 AP that you carried over from your previous turn, your crit range for natural weapons increases by +1 until the end of your current turn. Vampire, Dark Lord
Innate Magic IV Feast II or Lurk V The number of Innate Magic magical abilities you know is now your END+2.

Add the following spells to the list of magical abilities you can learn using Innate Magic.

Each of these spells expend 3 uses of your Innate Casting when used.

Arcane Spells: Ice Fan, Mask, Minor Teleportation, Raise Death Soldier

Occult Spells: Borrowed Strength

Primal Spells: Carnage, Polymorph, Terror

Psionic Spells: Hasten

Vampire, Dark Lord
Lord of Darkness Innate Magic IV When you start your turn in dim light or darkness, gain +1 AP. Hostile creatures within 30 ft of you are Demoralized.
  • (1/Recoup) When you use your Crimson Drink on a creature that has SP or can innately cast spells, you regain +2 expended Innate Casts.)
  • Level 30: When you start your turn in dim light or darkness with at least 1 AP that you carried over from your previous turn, gain Iron Will, Steel Mind, and Regen 5.
Vampire, Dark Lord, Capstone

Heritage Track

Talent PreReq Description Tags
Powerful Bloodline Vampire Entry Gain +4 Skill Points that you can spend on any skills with the STR, END, or CHA tags.

When you start your turn in running water, you only take 1d10 radiant damage.

Vampire, Heritage
Ancerran Vampirism Powerful Bloodline

Incompatible: Croftian Vampirism, Draculean Vampirism

Gain the following benefits.
  • Fallible Strain. Gain Vulnerable Corrosive +1.
  • Primal Hunger. Gain the Warden of the Primal talent if you did not already have it. If you already have it, gain +5 SP and +1 Primal Power instead. All future talents in the Heritage track give you +1 Primal Power. CHA is your magic attribute. Unless you have a Heritage talent that says otherwise or gain a talent that would also allow you to gain Warden of the Primal, you can only learn Intrinsic primal magic.
  • Ambush. You may target a creature's REF or ANT with your Bite attack.
  • Instinctive. Gain +1 REF and +1 ANT.
Vampire, Heritage
Vigilant Ancerran Vampirism You do not suffer any penalties to your AWR while Unconscious. Vampire, Heritage
Otherworldly Instinct Ancerran Vampirism Choose a primal spell that you know with an SPC of 10 or less. That spell becomes an Instinctive Spell for you. You may cast an Instinctive Spell without expending SP, but may not upcharge it. You may cast each individual Instinctive Spell without expending SP 1/Recoup. Vampire, Heritage, Repeatable
Ambush Predator Ancerran Vampirism Gain +2 Skill Points that you can spend on any DEX skill.

When you make a weapon attack against a creature that has not yet had a turn in Initiative, add your AWR to the attack and damage rolls.

Vampire, Heritage
Mist Form Ancerran Vampirism Gain the Mist Form ability.
  • Mist Form (1/Rest). When you start your turn with 0 HP, if you are not in direct sunlight, you may turn into mist. You have a speed of 10 ft, have Immune Physical, and may fit through any opening at least 1 inch wide. You may not attack or use any abilities while in this form. You remain in this form until you Catch your Breath.
Vampire, Heritage
Croftian Vampirism Powerful Bloodline

Incompatible: Ancerran Vampirism, Draculean Vampirism

Gain the following benefits.
  • Demon-Blooded. Gain Vulnerable Silvered Weapons +1.
  • Occultist. Gain the Initiate of the Occult talent if you did not already have it. If you already have it, gain +5 SP and +1 Occult Power instead. All future talents in the Heritage track give you +1 Occult Power. CHA is your magic attribute.
  • Confounding. You may target a creature's REF or LOG with your Bite attack.
  • Duplicitous. Gain +1 ANT and +1 LOG
Vampire, Heritage
Steel Minded Croftian Vampirism Gain the Steel Minded ability.
  • Steel Minded (2/Rest). When you roll Initiative, you cannot be Charmed or Enthralled for 1 minute.
Vampire, Heritage
Pact Maker Croftian Vampirism Gain +2 Skill Points that you can spend on any CHA skill.

Gain the Pact Maker ability.

  • Pact Maker. You have the ability to make binding deals with other intelligent creatures. If such a creature makes a willing bargain and exchanges either oath or blood, they become bound to the terms indefinitely (or for a set amount of time specified in the pact) and suffer severe consequences should they be broken. If a creature breaks the terms of its agreement, you may immediately attack their WILL with your CHA, provided that you are currently on the same plane of existence. On a hit, the creature becomes Sickened for the next 24 hours and the pact ends. You can make a number of binding pacts equal to your CHA (min 1). You may end a pact in order to make a new one; if you do, the creature with whom you made a pact previously is released immediately. When a pact is ended for any reason, both participants of the pact are aware.
Vampire, Heritage
Otherwordly Darkness Croftian Vampirism Choose an occult spell that you know with an SPC of 10 or less. That spell becomes an Instinctive Spell for you. You may cast an Instinctive Spell without expending SP, but may not upcharge it. You may cast each individual Instinctive Spell without expending SP 1/Recoup. Vampire, Heritage, Repeatable
Shadow Form Croftian Vampirism Gain the Shadow Form ability.
  • Shadow Form (1/Rest). When you start your turn with 0 HP, if you are not in direct sunlight, you may turn into shadows. You have a walking speed and climb speed of 30 ft, have Immune Physical, and may fit through any opening at least 1 inch wide. You may not attack or use any abilities while in this form. You remain in this form until you Catch your Breath. If you are exposed to dim light at any point during this time, you gain + Death Point; if you are exposed to bright light, you gain +2 Death Points.
Vampire, Heritage
Draculean Vampirism Powerful Bloodline

Incompatible: Ancerran Vampirism, Croftian Vampirism

Gain the following benefits.
  • Forbiddance. You cannot enter another humanoid's domicile without explicit verbal or written invitation.
  • Arcanist. Gain the Student of the Arcane talent if you did not already have it. If you already have it, gain +5 SP and +1 Arcane Power. All future talents in the Heritage track give you +1 Arcane Power. CHA is your magic attribute.
  • Undeniable. You may target a creature's REF or WILL with your Bite attack.
  • Unbreakable. Gain +1 FORT and +1 WILL.
Vampire, Heritage
Otherwordly Knowledge Draculean Vampirism Choose an arcane spell that you know with an SPC of 10or less. That spell becomes an Instinctive Spell for you. You may cast an Instinctive Spell without expending SP, but may not upcharge it. You may cast each individual Instinctive Spell without expending SP 1/Recoup. Vampire, Heritage, Repeatable
Iron Willed Draculean Vampirism Gain the Iron Willed ability.
  • Iron Willed (2/Rest). When you roll Initiative, you cannot be Frightened or Shaken for 1 minute.
Vampire, Heritage
Many Mysteries to Ponder Draculean Vampirism Gain +2 Skill Points that you can spend on any INT skill.

Gain the Many Mysteries ability.

  • Many Mysteries. While you sleep, you can choose todream lucidly, contemplating philosophical questions or the events of the previous day. During this time, you can make up to three INT checks of your choice using skills that have the knowledge tag. If you have failed a skill check with the knowledge tag on a topic in the last 24 hours, then you may roll 2d20 and use the higher of the two when making a new check on that topic.
Vampire, Heritage
Bat Swarm Form Draculean Vampirism Gain the Bat Swarm ability.
  • Bat Swarm (1/Rest). When you become Bloodied, if you are not in direct sunlight, you may spend 0 Reactive AP to turn into a Swarm of Bats. You lose all of your abilities and features besides your mental and metaphysical attributes. You otherwise gain the stats of a Swarm of Bats, including their HP. Once reduced to 0 HP in this form, you revert to your normal form at your previous HP, taking any excess damage that caused you to revert.
Vampire, Heritage
Curse Resistant Heritage 3 Gain +4 Skill Points that you can spend on any skills with the STR, END, or CHA tags.

When you start your turn in direct sunlight, you only take 3d10 radiant damage.

Vampire, Heritage
Careful Analysis Curse Resistant Gain +5 SP.

You may spend 2 AP to learn whether a creature’s REF is higher than another secondary defense of your choice.

Vampire, Heritage
Ancerran Vampirism II Careful Analysis, Ancerran Vampirism Gain +5 SP.

Learn two primal chants or spells. They need not have the intrinsic tag.

You may also choose to target a creature’s FORT with your Bite attack.

Vampire, Heritage
Primordial Inheritance Ancerran Vampirism II Repeatable. Gain +5 SP.

Learn one primal invocation. Learn one primal chant or primal spell. Primal magic gained in this way need not have the intrinsic tag.

Vampire, Heritage, Repeatable
Instinctive Ancerran Vampirism II Repeatable. Gain +1 REF and +1 ANT.

You can take this talent up to 3 times.

Vampire, Heritage, Repeatable
Croftian Vampirism II Careful Analysis, Croftian Vamprisim Gain +5 SP.

Learn one occult chant, one occult ritual, and one occult spell.

You may also choose to target a creature’s WILL with your Bite attack.

Vampire, Heritage
Duplicitous Croftian Vampirism II Repeatable. Gain +1 ANT and +1 LOG.

You can take this talent up to 3 times.

Vampire, Heritage, Repeatable
Occult Inheritance Croftian Vampirism II Repeatable. Gain +5 SP.

Learn one occult ritual. Learn one occult chant or occult spell.

Vampire, Heritage, Repeatable
Draculean Vampirism II Careful Analysis, Draculean Vampirism Gain +5 SP.

Learn one occult or divine spell with an SPC of 10 or fewer. It counts as an arcane spell for you.

You may also choose to target a creature’s FORT with your Bite attack.

Vampire, Heritage
Unbreakable Draculean Vampirism II Repeatable. Gain +1 FORT and +1 WILL.

You can take this talent up to 3 times.

Vampire, Heritage, Repeatable
Many Mysteries to Ponder II Draculean Vampirism II While using Many Mysteries, you may attempt to enter the dream of another sleeping creature once when you Take a Rest. In order to do so, the target creature must also be asleep and familiar to you. To make contact, make a CHA/ Empathy check. If you roll above their WILL, then you successfully enter their dreams. If you have not met the creature (spent one minute or more within 5 ft of them engaging in conversation or the like), they gain +5 to their WILL in defense of this feature. Once you have established contact with the target, you and the target may have a brief conversation. The other creature must make a LUCK check upon awakening. If the target rolls below a 7, then they do not remember the conversation. If they roll below a 14, they retain vague impressions and emotional timbre of the conversation but do not recall specifics. If they roll a 14 or higher, then they recall the conversation in its entirety. Vampire, Heritage
Curse Resistant II Careful Analysis, Heritage 9 If you are poisoned by garlic, the Sickened condition only lasts for 5 minutes.

The damage you take when you start your turn in direct sunlight becomes 2d10 radiant damage.

Vampire, Heritage
Ancerran Vampirism III Ancerran Vampirism II, Curse Resistant II Gain +1 TA when making your Bite attack.

Gain +5 SP.

Gain one primal chant. It need not have the intrinsic tag.

Vampire, Heritage
Otherwordly Instinct II Ancerran Vampirism III Choose a primal spell that you know with an SPC of 16 or less. That spell becomes an Instinctive Spell for you. Vampire, Heritage
Croftian Vampirism III Croftian Vampirism II, Curse Resistant II Gain +1 TA when making your Unholy Charm attack.

Gain +5 SP.

Gain one occult ritual.

Vampire, Heritage
Otherwordly Darkness II Croftian Vampirism III Choose an occult spell that you know with an SPC of 20 or less. That spell becomes an Instinctive Spell for you. Vampire, Heritage
Draculean Vampirism III Draculean Vampirism II, Curse Resistant II Gain +1 TA when making Grapple checks.

Gain +5 SP.

Gain one divine or occult spell with an SPC of 15 or fewer. It counts as an arcane spell for you.

Vampire, Heritage
Otherworldly Knowledge II Draculean Vampirism III Choose an arcane spell that you know with an SPC of 20 or less. That spell becomes an Instinctive Spell for you. Vampire, Heritage
Curse Resistant III Heritage 13 Gain +4 Skill Points that you can spend on any skills with= the STR, END, or CHA tag.

The damage you take when you start your turn in direct sunlight becomes 1d10 radiant damage. You also suffer no penalty to visibility due to sunlight.

Vampire, Heritage
Apex Devourer Curse Resistant III, Ancerran Vampirism III You no longer take damage from starting your turn in running water.

Your speed increases by +5 ft.

Your crit range for your natural weapons increases by +1.

  • Level 30: Your speed increases by +5 ft. If you are not Partially Surprised when rolling Initiative, you may take one turn before Initiative begins.
Vampire, Heritage, Capstone
Shadowcroft Legend Curse Resistant III, Croftian Vampirism III You generate a 10 ft radius aura of shadows, turning dim light into darkness and bright light into dim light. Thus, daylight no longer affects you.
  • (1/Week). You may reselect which occult chants, rituals, and spells you know.
  • Level 30: When you roll Initiative, you may choose one creature with ML of 10 or lower. That creature is Enthralled by you for 1 minute.
Vampire, Heritage, Capstone
Overlord of Vampirism Curse Resistant III, Draculean Vampirism III Ignore Draculean Vampirism’s Incompatibilities, allowing you to take the Ancerran Vampirism and Croftian Vampirism talents. If you take either talent, ignore the Fallible Strain portion of the Ancerran Vampirism talent and the Demon-Blooded portion of the Croftian Vampirism talent.

Choose one arcane spell that you know with an SPC of 28 or less. That spell becomes an Instinctive Spell.

  • Level 30: Choose one arcane spell that you know with an SPC of 36 or less. That spell becomes an Instinctive Spell.
Vampire, Heritage, Capstone

Spirit Feast Track

Talent PreReq Description Tags
Lifedrink Vampire Entry For 24 hours after you use Crimson Drink, whenever you must make an END check to avoid becoming diseased or poisoned, roll 2d20 and take the higher. Vampire, Spirit Feast
Dark Remembrance Lifedrink When you use Crimson Drink, you become aware of the surface level memories that the creature has gained over the past week. This does not reveal specifics about locations that they have visited or other creatures that they have seen, but offers general information, such as “I attended a secretive meeting in a forest” or “The food at the cozy tavern was wonderful.” Vampire, Spirit Feast
Lifeblood Dark Remembrance

Incompatible: Sadistic Revel

When you use Crimson Drink, remove 1 Death Point. Vampire, Spirit Feast
Lifeblood II Lifeblood When you use Crimson Drink, remove +1 Death Point if you are currently Bloodied. Vampire, Spirit Feast
Sadistic Revel Dark Remembrance

Incompatible: Lifeblood

When you use Crimson Drink, deal additional damage equal to the total number of Death Points allies within 30 ft of you have. Vampire, Spirit Feast
Sadistic Revel II Sadistic Revel When you attack with any natural weapon, gain +1 TA for every 3 Death Points your allies within 30 ft of you have. Vampire, Spirit Feast
Lifedrink II Spirit Feast 4 Lifedrink becomes: For 1 week after you use Crimson Drink, whenever you must make an END check to avoid becoming diseased or poisoned, roll 2d20 and take the higher. For the first 24 hours after you use Crimson Drink, you are Immune to disease and poisons. Vampire, Spirit Feast
Dark Remembrance II Lifedrink II Dark Remembrance becomes: When you use Crimson Drink, you become aware of more substantial memories that the creature has gained over the past week. This reveals specifics about locations that they have visited or other creatures that they have seen, but does not allow you to learn specific conversations that transpired. Vampire, Spirit Feast
Sanguine Expertise Dark Remembrance II

Incompatible: Sanguine Psyche

Gain the Sanguine Expertise ability.
  • Sanguine Expertise (1/Week). When you use Crimson Drink, you may make a secondary INT attack targeting their WILL. On a hit, you gain up to +4 in one skill that the creature knows. If the creature’s skill bonus is less than +4, your bonus equals theirs. The bonus remains until you use this ability again.
Vampire, Spirit Feast
Sanguine Expertise II Sanguine Expertise You may use Sanguine Expertise on two skills, rather than one. Vampire, Spirit Feast
Sanguine Psyche Dark Remembrance II

Incompatible: Sanguine Expertise

Gain the Sanguine Psyche ability.
  • Sanguine Psyche (1/Week). When you use Crimson Drink, you may make a secondary CHA targeting their WILL. On a hit, the target gains 1 Psyche talent from a Tripartite or Pentacle talent stack for which the target meets the prerequisites.
Vampire, Spirit Feast
Sanguine Psyche II Sanguine Psyche Sanguine Psyche becomes 1/Rest, but you can only use this ability on an individual creature 1/Week. Vampire, Spirit Feast
Lifedrink III Spirit Feast 8 Lifedrink becomes: For 1 week after you use Crimson Drink, you are Immune to disease and poisons. Vampire, Spirit Feast
Lifeblood III Lifedrink III, Lifeblood II When you use Crimson Drink, if you are Bloodied, double the amount of HP you regain. Vampire, Spirit Feast
Lifeblood IV Lifeblood III When you use Crimson Drink, if you have 0 HP, deal additional damage equal to the number of Death Points you have. Vampire, Spirit Feast
Sadistic Revel III Lifedrink III, Sadistic Revel II When you Recoup, you may choose a number of allies equal to your CHA. They do not remove 1 Death Point from this Recoup. Vampire, Spirit Feast
Sadistic Revel IV Sadistic Revel III When you attack with any natural weapon, deal +2 damage for each Psyche talent possessed by your allies within 30 ft of you who currently have at least 1 Death Point. Vampire, Spirit Feast
Sanguine Expertise III Sanguine Expertise II, Spirit Feast 11 When you use Sanguine Expertise, rather than gaining up to +4 Skill Points in one or both skills you choose, you may instead temporarily gain the skill’s associated specialization talent from the Skill Stack. (e.g. taking the Athlete specialization talent instead of +4 in Athletics). Vampire, Spirit Feast
Sanguine Expertise IV Sanguine Expertise III Sanguine Expertise becomes 1/Rest. Vampire, Spirit Feast
Sanguine Psyche III Sanguine Psyche II, Spirit Feast 11 When you use Sanguine Psyche, remove 2 Fear. Vampire, Spirit Feast
Sanguine Psyche IV Sanguine Psyche III Sanguine Psyche becomes 1/Rest. Vampire, Spirit Feast
Dark Remembrance III Spirit Feast 13 Dark Remembrance becomes: When you use Crimson Drink, you become aware of more substantial memories that the creature has gained over the past week. This reveals specifics about locations that they have visited or other creatures that they have seen, and allows you very basic knowledge of conversations that transpired during this time. Vampire, Spirit Feast
Memento Mori Dark Remembrance III You are permanently Immune to disease and poisons. You no longer suffer the negative effects of going for a prolonged amount of time without using Crimson Drink.

When you use Dark Remembrance, you learn the details of a creature’s past month of life, rather than their past week. When posing as that person or interacting with other creatures from that creature’s memories, gain +4 to CHA checks.

  • Level 30: Dark Remembrance grants you the details of a creature’s past year of life. Increase your CHA check bonus to +10 when relevant; this can exceed a skill’s +20 cap.
Vampire, Spirit Feast, Capstone