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Hémo-Vampirisme
Frappe Siphonnante
A partir du niveau 3, lorsque vous choisissez cette concentration, dès lors que vous frappez un adversaire fait de sang (à la discrétion du MJ) avec une de vos armes de sang, vous regagnez 2 points de vie. A partir du niveau 6, vous en regagnez 4. Si vous infligez un coup critique à un tel organisme, vous pouvez récupérer un nombre de point de vie égal à la moitié des dégâts infligés, arrondi au supérieur.
Pilleur de Sang
A partir du niveau 6, vous gagnez Beginning at 6th level you gain the ability to drain energy from those recently deceased. If a being with blood (as ruled by the DM) has died within the last minute, you may spend 10 minutes draining its life force. You gain Hit Points up to one-fourth (rounded up) the creature's maximum Hit Points.
Enhanced Blood Weapons
After 11th level, you have spent a long time honing your blood weapons and training to hit vital points of your enemies. Your blood weapon attacks score a critical hit on a roll of 19 or 20.
Transfusion
At 14th level, you gain the ability to drain from a short distance. You can rip blood from an enemy with blood (as ruled by the DM) and siphon it into your own pool. At a range of 20 or lower, make a ranged spell attack with constitution as the spell casting ability. On a successful hit, the enemy takes 4d10 necrotic damage. You gain half the health lost this way. (rounded down)
Vampiric Heritage
After 17th level, you have truly remade yourself in the vampire's image. Half of any necrotic damage you deal to others is added to your health (in addition to any it may add itself). You also regain 5 HP at the beginning of every turn as long as you have at least 1 Hit Point up to half of your total hit points.