{"name":"Vampire, Progeny of Acirenzia","overview":"[img:3679772|right|400]\r\n[p][i]What mortals call eternal night, the children of the dark call home.[\/i][\/p]\r\n\r\n[p]I\u00farmen's vampires are the Blood Moon\u2019s offspring, and therefore\r\neternally opposed to the clergy of Mirithlen, and the\r\nLunar Cult who hunts and persecutes them, and not without\r\nreason. The curse they were struck by often turns them,\r\nout of necessity, instinct, or despair, into bloodthirsty monsters\r\nand murderous sadists. However, some rare individuals\r\nhave learned how to dwell among the living and find their\r\nplace within society, although only the fortress known as the\r\nNorthern Lookout, in the Lands of Alper, has so far shown\r\nsuch open-mindedness as to welcome them.[\/p]\r\n[p]Those Vampires who have not tamed their predatory nature\r\nare organized into small \"families\", whose leader is usually the\r\nvampire who bestowed the gift, or transmitted the contagion,\r\ndepending on the point of view, to the other members. Usually,\r\nthese groups haunt abandoned ruins and settlements. There are,\r\nhowever, those clusters led by the Acolytes of Acirenzia, mother\r\nof all vampires, who often found settlements of their own.[\/p]\r\n[p]Finally, there are those who, unable to come to terms with\r\nwhat they have become, condemn themselves to a lonely and\r\nroaming life, lost in the eternal, desolate night of I\u00f9rmen.[\/p]\r\n[p]Lunar cultists and Ejre are usually reluctant to trust these\r\ncreatures: the former consider the Blood Moon and all its\r\nchildren blasphemous, while the latter see the very existence\r\nof vampires as a subversion of the natural order of things and\r\nthe balance between predators and prey.[\/p]\r\n[p]All of I\u00f9rmen's Vampires descend from Acirenzia, who\r\nwas a priestess of Mirithlen in the early Lunar Age but eventually\r\nbetrayed her goddess. Thanks to a blasphemous ritual,\r\nshe polluted the radiant beauty of the Moon with the dark\r\nred of blood, still visible on certain nights, and for this act she\r\nwas damned for eternity. Acirenzia passed on her curse to her\r\nAcolytes, and they propagated it throughout I\u00f9rmen.[\/p]\r\n[p]Thus, a lineage was born whose destiny is eternally marked by\r\na thirst for blood and lust for darkness, since the rays of the Full\r\nMoon weaken the Vampires as a sign of the goddess's vengeance.[\/p]","hit_dice":"1d8","hit_points_at_1st_level":"8 + constitution modifier","hit_points_at_higher_levels":"1d8 (or 5) + constitution modifier per level after the 1st","armor_proficiencies":"light armour","weapon_proficiencies":"simple weapons","tools":"","saving_throws":"Strength and Wisdom","skills":"choose three between Athletics, Stealth, Arcana, History,\r\nInvestigation, Religion, Insight, Perception, Deception,\r\nIntimidation, Persuasion","starting_equipment":"[p]You start with the following equipment, in addition to the\r\nequipment granted by your background:[\/p]\r\n[ul][li](a) a light crossbow or (b) a spear[\/li]\r\n[li](a) padded armor[\/li]\r\n[li]a dagger, a torch[\/li][\/ul]","spellcasting":"[p]Only via Dark Path of the Night Mystic (subclass option)[\/p]\r\n[spoiler][h3]1st level[\/h3]\r\n[i][p]Animal Friendship[\/p]\r\n[p]Charm Person[\/p]\r\n[p]Command[\/p]\r\n[p]Detect Magic[\/p]\r\n[p]Disguise Self[\/p]\r\n[p]Expeditious Retreat[\/p]\r\n[p]False Life[\/p]\r\n[p]Fog Cloud[\/p]\r\n[p]Speak with Animals[\/p]\r\n[p]Sleep[\/p][\/i]\r\n[h3]2nd level[\/h3]\r\n[i][p]Alter Self[\/p]\r\n[p]Spider Climb[\/p]\r\n[p]Blur[\/p]\r\n[p]Calming emotions[\/p]\r\n[p]Darkness[\/p]\r\n[p]Detect Thoughts[\/p]\r\n[p]Enhance Ability[\/p]\r\n[p]Enthrall[\/p]\r\n[p]Hold Person[\/p]\r\n[p]Invisibility[\/p]\r\n[p]Suggestion[\/p][\/i]\r\n[h3]3rd level[\/h3]\r\n[i][p]Animate Dead[\/p]\r\n[p]Blink[\/p]\r\n[p]Bestow Curse[\/p]\r\n[p]Clairvoyance[\/p]\r\n[p]Counterspell[\/p]\r\n[p]Conjure Animals[\/p]\r\n[p]Dissolve Magic[\/p]\r\n[p]Fear[\/p]\r\n[p]Fly[\/p]\r\n[p]Gaseous Form[\/p]\r\n[p]Haste[\/p]\r\n[p]Hypnotic Pattern[\/p]\r\n[p]Nondetection[\/p]\r\n[p]Speak with Dead[\/p]\r\n[p]Vampiric Touch[\/p][\/i]\r\n[h3]4th level[\/h3]\r\n[i][p]Blight[\/p]\r\n[p]Compulsion[\/p]\r\n[p]Confusion[\/p]\r\n[p]Freedom of Movement[\/p]\r\n[p]Giant Insect[\/p]\r\n[p]Greater Invisibility[\/p]\r\n[p]Hallucinatory Terrain[\/p]\r\n[p]Phantasmal Killer[\/p]\r\n[p]Polymorph[\/p][\/i]\r\n[h3]5th level[\/h3]\r\n[i][p]Dominate Person[\/p]\r\n[p]Geas[\/p]\r\n[p]Hold Monster[\/p]\r\n[p]Insect Plague[\/p]\r\n[p]Mislead[\/p]\r\n[p]Passwall[\/p]\r\n[p]Raise Dead[\/p]\r\n[p]Scrying[\/p]\r\n[p]Telekinesis[\/p]\r\n[p]Telepathic Bond[\/p][\/i]\r\n|THE NIGHT MYSTIC VAMPIRE LIST OF SPELLS[\/spoiler]","class_features":"[h2]A MOON TORMENTED PROGENY[\/h2]\r\n[i][ul][li]During the Full Moon Lunar Phase, Vampires cannot enter\r\na dwelling unless they are expressly invited by an occupant.\r\n(a single invite allows the Vampire to enter such dwelling on\r\nany other occasion)[\/li]\r\n[li]During the Full Moon Lunar Phase, Vampires have\r\nDisadvantage in Attack Rolls and sight-based Wisdom\r\n(Perception) checks when they, or else the target or the subject\r\nof their action, are directly hit by the moonlight.[\/li][\/ul][\/i]\r\n\r\n[table]\r\n[tr]\r\n\t[th]Level[\/th]\r\n\t[th]Proficiency Bonus[\/th]\r\n\t[th]Features[\/th]\r\n\t[th]Bite Damage[\/th]\r\n\t[th]Gifts of Acirenzia[\/th]\r\n[\/tr]\r\n[tr]\r\n\t[td]1[\/td]\r\n\t[td]+2[\/td]\r\n\t[td]Blood Power, Gifts of Acirenzia[\/td]\r\n\t[td]1d4[\/td]\r\n\t[td]2[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]2[\/td]\r\n\t[td]+2[\/td]\r\n\t[td]Dark Path[\/td]\r\n\t[td][\/td]\r\n\t[td][\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]3[\/td]\r\n\t[td]+2[\/td]\r\n\t[td]Heart of Darkness[\/td]\r\n\t[td][\/td]\r\n\t[td]3[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]4[\/td]\r\n\t[td]+2[\/td]\r\n\t[td]Ability score improvement[\/td]\r\n\t[td][\/td]\r\n\t[td][\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]5[\/td]\r\n\t[td]+3[\/td]\r\n\t[td][\/td]\r\n\t[td]1d6[\/td]\r\n\t[td]4[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]6[\/td]\r\n\t[td]+3[\/td]\r\n\t[td]Dark Path feature[\/td]\r\n\t[td][\/td]\r\n\t[td][\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]7[\/td]\r\n\t[td]+3[\/td]\r\n\t[td]Vermilion Resilience (I)[\/td]\r\n\t[td][\/td]\r\n\t[td][\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]8[\/td]\r\n\t[td]+3[\/td]\r\n\t[td]Ability score improvement[\/td]\r\n\t[td][\/td]\r\n\t[td]5[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]9[\/td]\r\n\t[td]+4[\/td]\r\n\t[td]Soul of Darkness[\/td]\r\n\t[td][\/td]\r\n\t[td][\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]10[\/td]\r\n\t[td]+4[\/td]\r\n\t[td][\/td]\r\n\t[td]1d8[\/td]\r\n\t[td]6[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]11[\/td]\r\n\t[td]+4[\/td]\r\n\t[td]Dark Path feature[\/td]\r\n\t[td][\/td]\r\n\t[td][\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]12[\/td]\r\n\t[td]+4[\/td]\r\n\t[td]Ability score improvement[\/td]\r\n\t[td][\/td]\r\n\t[td][\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]13[\/td]\r\n\t[td]+5[\/td]\r\n\t[td]Mask of the Beast[\/td]\r\n\t[td][\/td]\r\n\t[td][\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]14[\/td]\r\n\t[td]+5[\/td]\r\n\t[td]Vermilion Resilience (II)[\/td]\r\n\t[td][\/td]\r\n\t[td][\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]15[\/td]\r\n\t[td]+5[\/td]\r\n\t[td][\/td]\r\n\t[td]1d10[\/td]\r\n\t[td]7[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]16[\/td]\r\n\t[td]+5[\/td]\r\n\t[td]Ability score improvement[\/td]\r\n\t[td][\/td]\r\n\t[td][\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]17[\/td]\r\n\t[td]+6[\/td]\r\n\t[td]Dark Path feature[\/td]\r\n\t[td][\/td]\r\n\t[td][\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]18[\/td]\r\n\t[td]+6[\/td]\r\n\t[td]Blood balance[\/td]\r\n\t[td][\/td]\r\n\t[td][\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]19[\/td]\r\n\t[td]+6[\/td]\r\n\t[td]Ability score improvement[\/td]\r\n\t[td][\/td]\r\n\t[td]8[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]20[\/td]\r\n\t[td]+6[\/td]\r\n\t[td]Apotheosis of the Beast[\/td]\r\n\t[td]1d12[\/td]\r\n\t[td][\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\n[h2]BLOOD POWER[\/h2]\r\n[p]At 1st level, you, as a Vampire, will have to adapt to your\r\nneeds, no longer being able to ingest any nourishment but\r\nfresh blood.[\/p]\r\n[p]Your eating habits are aided by the development of a predatory\r\ndentition, thanks to which you can use your own bite to\r\nmake an unarmed weapon attack that deals piercing damage\r\nequal to 1d4 plus your Constitution modifier, and by doing so\r\ngaining as much Temporary Hit Points as the damage you inflicted.\r\nYou can only use this attack against corporeal targets,\r\nprovided you have Advantage on the Attack Roll. You can\r\nalso use this attack against a target you have grabbed in combat,\r\neven if you do not have Advantage on the Attack Roll.[\/p]\r\n[p]If the target of the bite is an Aberration, a Fiend or an\r\nUndead, you are Poisoned until the end of your next turn.[\/p]\r\n[p]The bite becomes more and more lethal as your levels increase:\r\ndamage increases to 1d6 (5th level), 1d8 (10th level),\r\n1d10 (15th level) and finally 1d12 (20th level).[\/p]\r\n\r\n[h2]GIFTS OF ACIRENZIA[\/h2]\r\n[p]At 1st level, you develop supernatural and mysterious abilities,\r\nthe same that originated many myths and legends that\r\nsurround the Vampire\u2019s figure.[\/p]\r\n[p]You gain two Gifts from the following list and an additional\r\ngift to the 3rd, 5th, 8th, 10th, 15th, and 19th levels.[\/p]\r\n\r\n[ul][li][b][i]Dark Grace:[\/i][\/b] As a bonus action, you can improve your\r\nmobility, increasing by 10 feet any jump made by the\r\nend of the turn; choosing this Gift twice allows you\r\nto cast the feather fall spell at will; choosing this Gift\r\nthree times allows you to cast the levitate spell (only\r\non yourself) once, then you regain its use after you\r\ncomplete a short or long rest.[\/li]\r\n[li][b][i]Predatory Allure:[\/i][\/b] Choose a skill between Deception,\r\nPersuasion, or Intimidation; when you can make a\r\nCharisma check using the selected ability, you gain\r\na +2 bonus; you can choose this Gift multiple times,\r\nchoosing a different skill each time, and your bonuses to\r\npreviously chosen skills increases by 1.[\/li]\r\n[li][b][i]Feral Magnetism:[\/i][\/b] When you use the Animal Handling\r\nskill, consider any dice roll lower than 8 as 8; choosing\r\nthis Gift twice allows you to cast the animal messenger\r\nspell at will; choosing this Gift three times allows you to\r\ncast the animal friendship spell once, then you regain its\r\nuse after you complete a short or long rest.[\/li]\r\n[li][b][i]Body of Mist:[\/i] [\/b]As a Reaction when you are hit by a melee\r\nattack with a weapon that is not magical, silvered or\r\nGrim, that deals slashing or bludgeoning damage, you\r\ncan reduce the damage by 1d4; choosing this Gift twice\r\nextends its effectiveness to ranged weapon attacks and\r\nattacks that deal piercing damage; choosing this Gift three times allows you to cast the gaseous form spell\r\n(only on yourself) once, then you regain its use after\r\nyou complete a long rest; if your level is 4th or lower,\r\ngaseous form ends at the end of your next turn.[\/li]\r\n[li][b][i]Dominion over the Creatures of the Night:[\/i][\/b] As an action,\r\nyou can summon a Swarm of Bats: they will attack the\r\nnearest hostile creature, but leave at the end of your next\r\nturn; you can give new orders to the creatures summoned as an action; you can use this Gift once, then you regain\r\nits use after you complete a long rest; choosing this\r\nGift twice allows you to summon 1d4 Wolves instead;\r\nchoosing this Gift three times compels the summoned\r\ncreatures to remain at your service until they are reduced\r\nto half or less of their Hit Points.[\/li]\r\n[li][b][i]Superhuman Prowess:[\/i][\/b] As a bonus action, you can have\r\nAdvantage on the next Strength check made in the same turn; choosing this Gift twice doubles the vampire's\r\ncarrying capacity; if you choose this Gift three times,\r\nwhen you activate this gift, you also gain a 1d4 bonus to\r\nall your melee damage rolls made in the same turn.[\/li]\r\n[li][b][i]Threat from above:[\/i][\/b] You gain the ability to climb at\r\nhalf your speed, being able to climb completely smooth\r\nsurfaces and even upside down; if you choose this Gift\r\ntwice, your climbing speed becomes equal to your\r\nwalking speed; if you choose this Gift three times, you\r\nwill have Advantage on Attack Rolls and Strength\r\n(Athletics) checks when you attack from an overhead\r\nposition in relation to the target.[\/li][\/ul]\r\n\r\n[h2]DARK PATH[\/h2]\r\n[p]At 2nd level, you embark on your chosen dark path. This\r\nchoice provides new features at the 2nd, 6th, 11th and 17th\r\nlevels.[\/p]\r\n\r\n[h2]HEART OF DARKNESS[\/h2]\r\n[p]At 3rd level, the blood of mortals nourishes your soul as much\r\nas your physique. When you make a bite attack against a humanoid\r\ntarget, you regain an amount of Soul Points equal to\r\nyour Charisma modifier.[\/p]\r\n\r\n[h2]ABILITY SCORE IMPROVEMENT[\/h2]\r\n[p]At 4th level, and again at the 8th, 12th, 16th, and 19th levels,\r\nyou can increase an ability score by 2, or increase two ability\r\nscores of your choice by 1. As usual, you cannot bring an ability\r\nabove 20 through this privilege.[\/p]\r\n[p]If you implement the optional feat rule, you can give up\r\nthis privilege to choose a feat instead.[\/p]\r\n\r\n[h2]VERMILION RESILIENCE[\/h2]\r\n[p]At 7th level, your body is nothing more than an empty container\r\nfor your bloodthirsty soul. If reduced to 0 Hit Points,\r\nyou remain at 1 Hit Point instead if you have at least 1 Soul\r\nPoint. Further Hit Point losses turn into Soul Point losses\r\nunless they are caused by critical hits or radiant damage.[\/p]\r\n[p]At 14th level, the amount of Soul Points lost in place of\r\nHit Points is halved.[\/p]\r\n\r\n[h2]SOUL OF DARKNESS[\/h2]\r\n[p]At 9th level, resorting to the power of your cursed blood\r\nmakes you impervious to adversity, albeit eroding your soul.\r\nWhen you fail a Saving Throw, you can sacrifice 1d8 Soul\r\nPoints to reroll, considering only the second roll to be valid.[\/p]\r\n[p]This feature can be used twice, and you regain each use you\r\nspent after you complete a long rest.[\/p]\r\n\r\n[h2]MASK OF THE BEAST[\/h2]\r\n[p]At 13th level, you can sacrifice a fragment of your soul and\r\nhumanity to turn into a real night predator.[\/p]\r\n[p]As an action, you can sacrifice 2d6 Soul Points and cast\r\nthe [i]polymorph[\/i] spell on yourself without having to spend any\r\nspell slots, and immediately turn into a Night Predator: a\r\nmajestic and dreadful creature, with bat wings and wolf jaws.[\/p]\r\n[p]This feature can be used once, then you regain its use after\r\nyou complete a short or long rest.[\/p]\r\n\r\n[block:1118670]\r\n\r\n[h2]BLOOD BALANCE[\/h2]\r\n[p]At 18th level, you can use your action and sacrifice 1d10 Soul\r\nPoints. By doing so, you can redistribute your Hit Points and\r\nSoul Points at will between the two reserves.[\/p]\r\n[p]This feature can be used once, then you regain its use after\r\nyou complete a long rest.[\/p]\r\n\r\n[h2]APOTHEOSIS OF THE BEAST[\/h2]\r\n[p]At 20th level, using the Mask of the Beast feature does not\r\ncost any Soul Points and it can be used at will.[\/p]","subclass_options":"[img:3679730|right|200]\r\n[h2]DARK PATHS[\/h2]\r\n[p]The Vampire's cursed blood burns while their senses sharpen.\r\nAs you become familiar with your gifts, you can choose which\r\npath to take in the eternal night and how to channel your\r\nvampiric essence to develop specific predispositions.[\/p]\r\n\r\n[spoiler][p]The Vampire learns how destructive their legacy can be if\r\nused in the right way, while witnessing their body\r\nincrease in strength and endurance. These\r\nare the first steps that will lead them to\r\nbecome a champion of the night.[\/p]\r\n[p]When you choose this archetype\r\nat 2nd level, you gain Proficiency in\r\nall martial weapons, shields, and medium\r\narmors. In addition, your\r\nmaximum Hit Points increase\r\nby 1 for each level in this class.[\/p]\r\n\r\n[p][b]Bloodthirsty Grip[\/b][\/p]\r\n[p]At 2nd level, when you successfully grapple\r\nyour opponent while performing\r\nyour Attack action, you can make an\r\nadditional Bite Attack as a part of the\r\nsame action.[\/p]\r\n\r\n[p][b]Extra attack[\/b][\/p]\r\n[p]At 6th level, you can perform two attacks,\r\ninstead of one, when performing\r\nan Attack action in your turn.[\/p]\r\n\r\n[p][b]Chalice of Vigor[\/b][\/p]\r\n[p]At 11th level, when you get a result of 6 or more on the dice\r\nroll on bite damage, you get a +2 bonus to all melee damage,\r\nAC and Saving Throws for 1 minute.[\/p]\r\n\r\n[p][b]Blood Moon Vigor[\/b][\/p]\r\n[p]At 17th level, your Strength and Constitution scores increase\r\nby 2 (up to a maximum of 22).[\/p]|DARK PATH OF THE SCARLET SOLDIER[\/spoiler]\r\n\r\n[spoiler][p]The Vampire is now one with the shadows. Their stealth\r\nskills develop in new ways thanks to their renewed affinity\r\nto darkness.[\/p]\r\n[p]When you choose this archetype at 2nd level, you become\r\nProficient in the Stealth skill and in another skill of your\r\nchoice.[\/p]\r\n\r\n[p][b]Night Hunter[\/b][\/p]\r\n[p]At 2nd level, you gain Darkvision up to 60 feet (or the previously\r\npossessed Darkvision is extended by 60 feet). In addition,\r\nyou have Advantage in Dexterity (Stealth) checks to\r\nhide in areas of dim light or darkness.[\/p]\r\n\r\n[p][b]Bloodthirsty Ambush[\/b][\/p]\r\n[p]At 6th level, you can use your bite against surprised targets.\r\nIf you hit and bite a surprised target, you automatically score\r\na critical hit.[\/p]\r\n\r\n[p][b]Celerity of Shadows[\/b][\/p]\r\n[p]At 6th level, your speed increases by 10 feet.[\/p]\r\n\r\n[p][b]Chalice of Terror[\/b][\/p]\r\n[p]At 11th level, when you get a result of 6 or more in the dice\r\nroll for bite damage, the target is Frightened for one minute.\r\nThe target can make a Wisdom Saving Throw (DC 15) at the\r\nend of each of its turns to end the condition. A target that\r\nhas made a successful Saving Throw becomes immune to this\r\neffect for 24 hours.[\/p]\r\n\r\n[p][b]Acuteness of the Blood Moon[\/b][\/p]\r\n[p]At 17th level, your Dexterity and Intelligence scores increase\r\nby 2 (up to a maximum of 22).[\/p]\r\n|DARK PATH OF THE PALE HUNTER[\/spoiler]\r\n\r\n[spoiler][p]The vampire's blood exudes magic and their eyes radiate\r\ndeath. The night itself becomes the source of their power.\r\nWhen you choose this archetype at 2nd level, you gain\r\nthe ability to cast a variety of spells drawing on the power\r\ninherent to blood.[\/p]\r\n\r\n[p][b]Spells: [\/b]Below there is the list of spells that can be cast with\r\nthis feature; the following chart shows the number of known\r\nspells; when the chart indicates that you know one spell more\r\nthan at the previous level, you can choose a spell of any level\r\nin which you have spell slots; the chart also shows the number\r\nof slots available to cast spells depending on the level; such\r\nspell slots are regained when a long rest is completed.[\/p]\r\n\r\n[p][b]Spellcasting ability: [\/b]Charisma is the spellcasting ability of\r\na Night Mystic, as their magic resides in the Vampire\u2019s very\r\nblood, soul, and self. Take your Charisma score as a reference\r\nwhen a spell mentions the spellcasting ability. Use your\r\nCharisma modifier to determine the Difficulty Class (DC) of\r\nSaving Throws for Night Mystic spells cast or used to attack.[\/p]\r\n\r\n[p][b]Saving Throw DC[\/b]= 8 + your Proficiency bonus + your\r\nCharisma modifier[\/p]\r\n\r\n[p][b]Spell attack modifier[\/b]= your Proficiency bonus + your\r\nCharisma modifier[\/p]\r\n[img:3820435]\r\n\r\n[p][b]Blood Weakening[\/b][\/p]\r\n[p]At 6th level, when you make a successful bite attack, the target\r\nhas Disadvantage on the next Saving Throw against spells\r\nyou cast within the next minute.[\/p]\r\n\r\n[p][b]Chalice of Power[\/b][\/p]\r\n[p]At 11th level, when you get a result of 6 or or more on the\r\ndice roll for bite damage, you regain a 1st level spell slot.[\/p]\r\n[p]This feature can be used as many times as your Constitution\r\nmodifier, and you regain each use you spent after you complete\r\na long rest.[\/p]\r\n\r\n[p][b]Majesty of the Blood Moon[\/b][\/p]\r\n[p]At 17th level, your Wisdom and Charisma scores increase by\r\n2 (up to a maximum of 22).[\/p]\r\n|DARK PATH OF THE NIGHT MYSTIC[\/spoiler]","table_data":"","source":"","jsondata":"","tags":"","isShared":"on","templateId":"5460","blockId":"1103707","world":"11838046-c0f9-4ba7-b9ff-eb170dcb2c20","folder":"17253"}