Homebrew Game Concepts

Multi-Subclassing (Optional)
A subclass and its trait are now learned at 3rd, 7th, 11th, 15th, and 20th level; subclasses that are learned at different levels are adjusted to the closest match, rounding up (ie, a 5th level trait adjusted to be learned at 7th level). If there were to be a gap between subclass traits, this level can be used to learn a new subclass.

When you learn a new subclass, the subclass starts from its lowest tier and is leveled independently from any other subclass the main class has. You may only learn a new subclass trait, or acquire a new subclass, when reaching one of the previously mentioned levels.

True Damage
"'... Unlike Force, a brutish and crude method of weaponizing raw magic; when all of the elements coalesce, when the planets and stars and worlds and multiverses align, it all strikes as one. True, pure, refined magic, with a single purpose. To be unleashed.' - Risei, on the concept of True Magic."True damage is a new damage type, considered to be only achievable by those who research the elements, the realms, and the essence of magic itself. True magic is the singular point where all aspected magic element types converge and strike as one.

True damage should stay to its name, as it should not have any resistances or weaknesses: where it differentiates from Force damage is the ability to overcome magical resistances and immunity, and as such it is able to cause damage even in situations where magic would be either hindered or dispelled, such as with the Antimagic Field spell.

Unlike most damage types, True damage sources are not natural and can only be achieved via certain involved procedures, or obtained through supernatural means, such as a powerful spell like Wish, or another plane of existence that would make the creation of such easier to achieve.

Spell Infusion
Often times the laziest spellcasters are often the most practical and ingenious ones. As such, allowing an item to permanently absorb a spell's effect or ability to recharge the spell indefinitely has gotten remarkably more common throughout mages and casters alike. A spellcaster who is able to perform a spell at a spell slot level higher than what it was originally may choose to transfer that energy into an item for an extended period of time. After enough time, the item inherently gains magical properties and is capable of casting the spell imbued within it for a certain amount of times a day, minus the amount of days/weeks required to fully infuse the item. For items that take days, the amount of charges are determined with a 1d10 minus Days, rounded up with a minimum of 1. For items that take weeks, the amount of charges is calculated similarly, except rounded down.

The table below how long the process would take per each spell level.

Imbuement
"'It was as if a giant had cleaved through the mountains. Trees were disfigured, crunched to a pulp. Boulders were smashed, blown to smithereens by raw power. Who knew that a small hammer could do such damage?' -Findiv, Haven."Imbuing an item is no easy task; it requires an expert of alchemical and arcane components that reside in materials to know and extract the essences from these components in order to transfer them into a new item. Similarly to Spell Infusion, this type of enhancement is a labored process that is known to those who dedicate themselves to a more hand-on approach to the arcane, which more than often involves adventuring and slaying dangerous creatures, or at the very least knowing a contact whom might do the dirty work for them.

In order to imbue an item with the essence of particular materials, one must study and construct a ritual circle of several layers, know the proper incantations to begin the process, and have the magical fortitude and stability in order to maintain this procedure. An item may be imbued with only a single effect, and up to its maximum amount of upgrades it can undertake; attempting to imbue a previously imbued item with another will automatically fail. Additionally, an item may have either a Combat, a Non-Combat, or both effects. Both effects will require double the amount of materials needed to perform the ritual.

The following table details the peculiarities of the imbuement process.

Ritual Success & Stability
Imbuement rituals require specific conditions and items to be performed, one of the most prominent is the usage of ritual circles within a flat, even surface. These ritual circles can be either written down on the surface with common writing materials such as ink and chalk, or can be engraved in the ground itself. In addition to the circles, a focus created from gold dust and ashes must be placed in the center of the ritual circle. Without these, the ritual will not even start.

Unfortunately, these circles are not enough to keep the ritual stable, and thus the area must be decorated with arcane paraphernalia in order to maintain stability throughout the process. Magical items are often used as stabilizers, and are not harmed or affected by the ritual itself; only their mere presence is required. The more potent or rare the magical item is, the more stable the ritual becomes; there is no limit on how many items a ritual can be accompanied with, and as such, an abundance of items is recommended. If items are bound to a creature, such as a tattoo or are cursed to be bound, the creature may stand in the circle. Any item the creature has in their possession will count towards the ritual stabilization.

While the abundance of items are nice, one cannot just haphazardly toss items into the ritual circle; they must needs be symmetrical. If an item is placed in one side of the ritual circle, another must be placed in the opposite end, preferably of the same rarity. An odd number of items will not be an issue, as long as the odd item is isolated in a symmetrical position, such as a 5-pointed star formation, for example. Items placed in an asymmetrical formation that do not follow these guidelines will be more detrimental than good, subtracting to the ritual's success by the amount instead of adding to it.

Below is a list of the stability each category of magic item possesses.

Once the proper circles and paraphernalia has been placed, the materials to be offered must be placed within the circle's interior, and the item to be imbued on top of the focus point. When the proper incantation is spoken, roll a d20 to determine the success of the ritual with a DC of 10. If successful, the ritual carries out normally, the offered materials are magically consumed, and the item is imbued with the appropriate effect. If unsuccessful, the ritual halts completely; the ritual may be salvaged if the appropriate changes are done, but this guarantees a curse.

Curses
Sometimes mishaps happen during rituals, whether improper or unfinished circles were used, or perhaps an item had the improper or additional essence for the ritual. Certain items, regardless of how proper they are, are prone to causing curses. When such an event happens, the ritual seems to proceed as normal but the arcane magic surrounding the item become turbulent until the process is complete.

If an improper ritual circle is used, or an improper or cursed material is offered, roll a 1d10. On a 1, the item receives a curse, and rolling a d100 will determine what sort of curse afflicts the item.

Item Resilience
Item Resilience dictates what difficulty players will have when interacting with items in a destructive manner. These categories are a guideline to an item's resilience, whether created or altered to withstand damage: the resilience of an item or artifact depends on various factors, such as material, age, and any magical properties it may contain. Such an example would be a Bag of Holding, which would be considered Fragile given it's description.

In order to cause harm to an item, a player must roll the appropriate skill against the object to do so: Strength to physically break an item, or Wisdom to sever a connection that a player has with the item. Surpassing the item's DC counts as a Critical Hit, and half its DC is considered the Average. Each level has its own unique conditions of how difficult it is to damage the item.

Items may also break at different speeds, whether from actively destroying them or passively handling them. The table below provides a guideline should the DM choose to use Item Health, based on item rarity as well as adding an additional multiplier based on the resilience of the item. Standard has no modifier as it is the base resilience on which all items are measured. Any item that goes below 0 Health is considered destroyed completely beyond repair, whether by physical or most magical means.

Warp, optional disease (WIP)
(Based from D&D 5E SRD Madness disease)"They were everywhere, he said, and left running for his life. He ran, and ran, and ran, until his legs could take him no further. And he dragged himself across the grassy dirt, through mud and sludge, through rocks and gravel, until his arms could pull no longer. As his face lay on the sandy shores... it was still there, he whispered. Watching. Waiting. Unrelenting. The poor soul never caught on that his mind was lost before it even began. His mind was Warped before we could even do anything to prevent it. - Excerpt from Warp records of an unknown author."Warp is a replacement for Madness, a disease that is resisted with Wisdom or Charisma saving throws. Depending on the source, the success difficulty and the effects can change; a player that fails a Warp check suffers from Warping, which is described later on. Certain spells, items, or knowledge can cause a player to suffer from these effects, typically those related to the Far Realms or eldritch themes. Currently the Crimson Order and other branches of the Red Wizards of Thay have been able to tame and understand Warp, and by extension, weaponize it.

Warp Strength Levels
Warping comes in three different levels: Short-Term, Long-term, and Permanent:


 * A player suffering from Short-Term Warp suffers an effect from the relevant table for 1d10 minutes.
 * A player suffering from Long-Term Warp suffers an effect from the relevant table for 1d10 × 10 hours.
 * A player suffering from Permanent Warp gains a new player flaw from the relevant table until cured.

Causes
These levels of Warping can be caused by different things:


 * Short-Term Warping:
 * Casting certain Cantrips or Spells between 1st and 4th level. Generally based on otherworldly themes.
 * Common to Uncommon Magical Items or Artifacts.
 * Being exposed to creatures or literature (whether understood or no) from the Far Realms or Eldritch-themed for a brief period (<1 minute).
 * Long-Term Warping:
 * Casting certain Spells between 5th and 8th level. Generally based on otherworldly themes.
 * Rare to Very Rare Magical Items or Artifacts.
 * Being exposed to creatures or literature (whether understood or no) from the Far Realms or Eldritch-themed for an extended period (>1 minute).
 * Rolling a crit (100) on the Short-Term Warping table.
 * Permanent Warping:
 * Casting certain 9th level Spells. Generally based on otherworldly themes.
 * Legendary Magical Items or Artifacts.
 * Being exposed to creatures or literature (whether understood or no) from the Far Realms or Eldritch-themed for a lengthy period (>5 minute).
 * Rolling a crit (100) on the Long-Term Warping table.

Difficulty Class
Different strength tiers for Warping have different DC checks in order to resist them. Some of these can be the following:


 * Short-Term Warping: DC of 10, +N if the player currently suffers from Short-Term Warp, N being the number of minutes left. On a failure, the player must roll 1d10 and add the result to their previous effect's remaining time. The player also suffers the new effect in tandem with the previous effect for the total amount of time.
 * Long-Term Warping: DC of 15, +N if the player currently suffers from Long-Term Warp, N being the number of hours left. On a failure, the player must roll 1d10 and add the result to their previous effect's remaining time. The player also suffers the new effect in tandem with the previous effect for the total amount of time, plus a random Short-Term Warp effect.
 * Permanent Warp: DC of 20, +N/2 if the player currently suffers from Short or Long-Term Warp, N being the time left summed together (ex. 5 hours and 3 minutes reads as +8). On a failure, the player gains a new Flaw, and the current effects continue as normal.

Dealing With (and Living With) Warp
The "Calm Emotions" spell may suppress short and long-term effects of Warping for 1d10 minutes or hours respectively, while a "Lesser Restoration", "Remove Curse", or "Dispel Evil" (whichever is thematic for the source) will get rid of them gradually throughout the day. A "Greater Restoration", a "Ritual of Cleansing", or a more powerful spell is required to cure Permanent Warping. There are magical items that also aid with lessening or removing the effects of Warping, depending on the potency of said items.

Certain items imbued with mentally-fortifying traits may reduce or outright negate the effects of Warping. Weapons and spells that innately deal Radiant Damage may passively ward off sources of Warp or reduce current effects, while other such as Psychic may grant a chance of deflecting a Warping effect and protect your psyche. Various trinkets like rings and amulets may be blessed in some way or another to achieve this effect; the more strong the blessing, the greater the chance of negating a Warping effect. Materials such as Silver and Gold serve for strong conduits for these items.

However if you choose to embrace Warping, for some reason, trinkets exists out there to further expand your mind beyond. Extremely rare items exist that feed off of your Warping in order to empower themselves, or grant you temporary mental focus and allow certain actions (such as attacks or skill checks) to be amplified. Accessories that undergo Warping rituals will transform both in shape and composition, allowing the material to be much more receptive to the Warp and even store some within it. These rituals are known to very few, and those that wish to learn it must delve further into Warp.

Transformations
Transformations occur when the player's character undergoes a massive magical surge that forces them a severe physical change, sometimes even affecting their minds. Some transformations happen when a character acquires a curse, such as lycanthropy or vampirism; more obscure transformations occur while in the possession of specific items. When a character undertakes a transformation, they gain benefits and detriments of the particular transformation they've been affected with.

This category indexes known and available transformations for ease of access, including those in the Monster Manual.

Lycanthropy
These stats have been taken directly from the D&D Official Monster Manual and have been formatted for easier access. You can be afflicted with lycanthropy if you are wounded by a lycanthrope, or are born from lycanthrope parents. If you are afflicted with lycanthropy by an external source (such as being wounded), you must make a Constutition saving throw (DC 8 + the lycanthrope's proficiency bonus + the lycanthrope's Constitution modifier), or be cursed. During this save, you may choose to fail the roll and embrace the curse, and your alignment becomes the one defined for the lycanthrope.

Lycanthropy is considered a Cursed Disease. A lycanthrope can be freed of the curse with the wish spell, or a spell that may remove potent cursed diseases.

Bear
Ability Bonuses: You gain Strength of 19 if it isn't already. You also gain an AC bonus of +1 while in bear or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength.

Speed Bonuses: 40ft, climb 30ft. in bear or hybrid form.

Immunity Bonuses: Bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered.

Trait Bonuses:
 * Shapechanger: The were bear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. Its statistics, other than its size amd AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
 * Keen Smell: The werebear has advantage on Wisdom (Perception) checks that rely on smell.

Action Bonuses:


 * Multiattack: In bear form, the werebear makes two claw attacks. In humanoid form, it makes two weapon attacks. In hybrid form, it can attack like a bear or a humanoid.
 * Bite (Bear or Hybrid Form Only):
 * Melee Weapon Attack: +7 to hit, reach 5ft, one target.
 * Hit: 15 (2d10 + 4) piercing damage.
 * If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with were bear lycanthropy.


 * Claw (Bear or Hybrid Form Only):
 * Melee Weapon Attack: +7 to hit, reach 5ft, one target.
 * Hit: 13 (2d8 + 4) slashing damage.

Boar
Ability Bonuses: You gain Strength of 17 if it isn't already. You also gain an AC bonus of +1 while in boar or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength. For the Charge trait, the DC is 8 + the character's proficiency bonus + Strength modifier.

Speed Bonuses: 40ft in boar form.

Immunity Bonuses: Bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered.

Trait Bonuses:
 * Shapechanger: The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
 * Charge (Boar or Hybrid Form Only): If the were boar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
 * Relentless (Recharges after a Short or Long Rest): If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Action Bonuses:
 * Multiattack (Humanoid or Hybrid Form Only): The were boar makes two attacks, only one of which can be with its tusks.
 * Maul (Humanoid or Hybrid Form Only): 
 * Melee Weapon Attack: +5 to hit, reach 5ft, one target.
 * Hit: 10 (2d6 + 3) bludgeoning damage.
 * Tusks (Boar or Hybrid Form Only): 
 * Melee Weapon Attack: +5 to hit, reach 5ft, one target.
 * Hit: 10 (2d6 + 3) slashing damage.
 * If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy.

Rat
Ability Bonuses: You gain Dexterity of 15 if it isn't already. Attack and damage rolls for the bite are based on whichever is higher of the character's Strength and Dexterity.

Speed Bonuses: None.

Immunity Bonuses: Bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered.

Trait Bonuses:
 * Shapechanger: The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
 * Keen Smell: The were rat has advantage on Wisdom (Perception) checks that rely on smell.

Action Bonuses:
 * Multiattack (Humanoid or Hybrid Form Only): The were rat makes two attacks, only one of which can be a bite.
 * Bite (Rat or Hybrid Form Only):
 * Melee Weapon Attack: +4 to hit, reach 5ft, one target.
 * Hit: 4 (1d4 + 2) piercing damage.
 * If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with were rat lycanthropy.

Tiger
Ability Bonuses: You gain Strength of 17 if it isn't already. You also gain an AC bonus of +1 while in bear or hybrid form. Attack and damage rolls for the natural weapons are based on Strength. For the Pounce trait, the DC is 8 + the character's proficiency bonus + Strength modifier.

Speed Bonuses: 40ft in tiger form.

Immunity Bonuses: Bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered.

Trait Bonuses:
 * Shapechanger: The weretiger can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.


 * Keen Hearing and Smell: The weretiger has advantage on Wisdom (Perception) checks that rely on hearing or smell.


 * Pounce (Tiger or Hybrid Form Only): If the weretiger moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the weretiger can make one bite attack against it as a bonus action.

Action Bonuses:
 * Multiattack (Humanoid or Hybrid Form Only): In humanoid form, the weretiger makes two weapon attacks. In hybrid form, it can attack like a humanoid or make two claw attacks.


 * Bite (Tiger or Hybrid Form Only):
 * Melee Weapon Attack: +5 to hit, reach 5ft, one target.
 * Hit: 8 (1d10 + 3) piercing damage.
 * If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with weretiger lycanthropy.


 * Claw (Tiger or Hybrid Form Only):
 * Melee Weapon Attack: +5 to hit, reach 5ft, one target.
 * Hit: 7 (1d8 + 3) slashing damage.

Wolf
Ability Bonuses: You gain Strength of 15 if it isn't already. You also gain an AC bonus of +1 while in wolf or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength.

Speed Bonuses: 40ft in wolf form.

Immunity Bonuses: Bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered.

Trait Bonuses:
 * Shapechanger: The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it, is wearing or carrying isn't transformed. It reverts to its true form if it dies.
 * Keen Hearing and Smell: The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Action Bonuses:
 * Multiattack (Humanoid or Hybrid Form Only): The werewolf makes two attacks: one with its bite and one with its claws or weapon.


 * Bite (Wolf or Hybrid Form Only):
 * Melee Weapon Attack: +4 to hit, reach 5ft, one target.
 * Hit: 6 (1d8 + 2) piercing damage.
 * If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.


 * Claws (Hybrid Form Only):
 * Melee Weapon Attack: +4 to hit, reach 5ft, one creature.
 * Hit: 7 (2d4 + 2) slashing damage.

''The character is proficient with the lycanthrope's natural attacks, such as its bite or claws, which deal damage as shown in the lycanthrope's statistics. The character can't speak while in animal form.''

Vampirism
These stats have been taken directly from the D&D Official Monster Manual and have been formatted for easier access. When you are bitten by a vampire and your hit point maximum drops to 0, you rise as a vampire spawn the following night if you are buried in the ground. A vampire spawn is under the control of the vampire that created them; you can become a vampire if a true vampire allows you to drink their blood from their own body, or if they die.

Vampirism is considered a Cursed Disease. You can be cured by the wish spell, a spell that may remove potent cursed diseases, or if you are killed and brought back to life.

Ability Bonuses: You gain Strength, Dexterity, and Constitution of 18, if they aren't already.

Resistance Bonuses: Necrotic; bludgeoning, piercing, and slashing from nonmagical weapons.

Darkvision Bonus: You gain 120ft of darkvision.

Trait Bonuses:
 * Shapechanger (True Vampire Only): If the vampire isn't in sunlight or running water, it can use its action to polymorph in to a Tiny bat or a Medium cloud of mist, or back into its true form. While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.


 * Misty Escape (True Vampire Only): When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sun light or running water. If it can't transform, it is destroyed. While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.


 * Regeneration: The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.


 * Spider Climb: The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.


 * Vampire Weaknesses: The vampire has the following flaws:
 * Forbiddance: The vampire can't enter a residence without an invitation from one of the occupants.
 * Harmed by Running Water: The vampire takes 20 acid damage if it ends its turn in running water.
 * Stake to the Heart: If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.
 * Sunlight Hypersensitivity: The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Action Bonuses:
 * Multiattack (Vampire Form Only): The vampire makes two attacks, only one of which can be a bite attack.


 * Unarmed Strike (Vampire Form Only): 
 * Melee Weapon Attack: +9 to hit, reach 5ft, one creature.
 * Hit: 8 (1d8 + 4) bludgeoning damage.
 * Instead of dealing damage, the vampire can grapple the target (escape DC 18).


 * Bite (Bat or Vampire Form Only): 
 * Melee Weapon Attack: +9 to hit, reach 5ft, one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained.
 * Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage.
 * The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. If you are a free-willed Vampire, a humanoid slain in this way and then buried in the ground rises the following night as a Vampire Spawn under the vampire's control.


 * Charm (True Vampire Only): The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack. Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.


 * Children of the Night (1/Day, True Vampire Only): The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.

''The attack and damage rolls for the vampire's attacks are based on Strength. The save DC for Charm is 8 + the vampire's proficiency bonus + the vampire's Charisma modifier.''

Heretic
These stats are homebrew and are subject to change. Whenever you gain 4 or more different sources of Heresy, you forcefully transform into a Heretic via magical means not native to this universe. Removing any or all "Heresy" components do not revert this transformation.

Heresy is considered a Curse. You can be cured by the wish spell or a spell that may remove potent curses whenever you have all sources of heresy removed from you.

Ability Bonuses: Your Strength and Constitution are reduced by 4. You gain Dexterity, Wisdom, and Intelligence of 17 if they are not already.

Darkvision Bonus: You gain 120ft of darkvision.

Resistance Bonuses: Force, Necrotic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered.

Proficiency Bonuses: You become proficient in Unarmed Strikes.

Speed Bonuses: Your walking speed is reduced by 10ft, but you gain flight speed equal to double your base walking speed.

Trait Bonuses:
 * Heretic Body: Their body physically contorts into a Heretic: a kenku-like creature with two large feathered scythes for wings. The heretic's body is covered in large, dark feathers of a color of your choice, and gain several more eyes over your head. While in this form they are unable to wear heavy armor, and medium armor halves their total flight speed.
 * Keen Hearing and Sight: The heretic has advantage on Wisdom (Perception) checks that rely on hearing or sight.
 * Heretic Weapons: Their feathered scythes count as magical weapons for the purpose of bypassing nonmagical resistances, and count as proficient weapons for your class.
 * Heretic Vision: Their "Vision of Heresy" trait gains the following properties:
 * They have an additional 12 shards.
 * Each shard now deal 2 damage.
 * Heretic Strides: The "Strides of Heresy" trait gains the following properties:
 * They gain the ability to phase through no more than 5ft of solid material.
 * They gain +10 health at the start of their turn while this trait is active.
 * Heretic Hook: The "Hooks of Heresy" trait gains the following properties:
 * They lose their original hooked scythe, but gain two ethereal versions instead.
 * They can use both hooked scythes as an action, and command both in the same bonus action or reaction.
 * Heretic Essence: The "Essence of Heresy" trait gains the following properties:
 * The explosions produced by this trait gain an additional radius of 5ft.
 * They become immune to the explosions produced by this trait.
 * Heretic Weakness: The heretic gains the following flaws:
 * Unhanded: The heretic cannot hold any weapons or items with their hands as they do not have any; they may only interact with weapons an items with their feet or mouth.
 * Skeptic: The heretic's mind twists in ways that makes everything sound like a lie. They have disadvantage on Wisdom (Insight) skill checks.
 * Shady: The heretic's form of speech and eloquence shifts in a way that makes everything they say sound like a lie. They have disadvantage on Charisma (Persuasion) checks.
 * Lunatic: Each night, the heretic must offer a small tribute to the moon. The tribute can be something small, like food scraps or shiny objects of low value: when they do this, the tribute dissipates into thin air. If they do not, or are unable to do so, they take 1d4 psychic damage whenever they use any action associated with this transformation or use any "Heresy"/"Heretic" trait (excluding "Heretic Body").

Action Bonuses:
 * Multiattack: The heretic can make two attacks, one of them which must be an unarmed attack.


 * Unarmed Strike:
 * Melee Weapon Attack: +8 to hit, reach 5ft, one creature.
 * Hit: 8 (1d10 + 3) magical slashing damage.

Air Slice:
 * Ranged Weapon Attack: +8 to hit, range 60/120 ft, one target.
 * Hit: 10 (3d4 + 3) magical slashing damage.
 * If the target is hit, it must succeed on a Dexterity saving throw or be pulled half of the projectile's travelling range towards you, rounded up. The DC for this save is 8 + your Dexterity modifier + your Proficiency.

Swoop (While Flying Only):
 * Melee Weapon Attack: +8 to hit, reach 5ft, one creature.
 * Hit: 13 (1d12 + 3) magical slashing damage.
 * You must move at least 15ft towards the creature, 5ft of which must have been occupied by the creature targeted. Otherwise, this attack does not hit. On a hit, the creature must succeed a Dexterity saving throw or be knocked prone. The DC for this save is 8 + your Dexterity modifier + your Proficiency.