Darkness in Darkovia A Damned Forest of Night Stalking Hunters, a curse set by a Lich, and scheming among Factions. A Supplement for all your Werewolves and Vampire Needs Part 1 : Subclasses Lycan (Werewolf) Subclasses Path of the Lycan Way of the Lunar Soul Vampire Subclasses College of Charm Oath of Reaping Vampiric Origins Neutral Subclasses ShadowSlayer Blood Construct Patron

Barbarian : Path of the Lycan As a Barbarian of the Path of the Lycan, you channel the ferocity and strength of the Lycans that lies dormant within you. Making you a savage Warrior that grows in power the longer they fight. Howling Beast Starting when you choose this Path at 3rd level, whenever you go into Rage you can spend your bonus action to let out a ferocious howl, all creatures within 20ft of you take 2d6 thunder damage and must make a Wisdom saving throw DC:15, if they fail the save then they are Frightened for 1 minute. Lycan Build Beginning at 6th level, your body build starts to resemble that of a Lyca, you gain proficiency in the Athletics and Acrobatics skills if you dont already have them, if you do have both of them already then you double your proficiency bonus for them instead. Savagery Beginning at 10th level, you become even more beastial in nature. Whenever you land a critical hit on a melee attack you can add 1d4 + your Strength modifier for every 15 hit points you are missing to your damage roll. At 15th level, you can add the 1d4 + your strength modifier for every 10 hit points missing instead of 15. At 20th level, you can add 1d6 instead of 1d4 + your strength modifier for every 5 hit points missing instead of 10. At 15th level your melee weapon attacks are considered magical for the purpose of bypassing resistances and are considered critical hits on rolls of 19 and 20 against enemies frightened by your Howl. Pack Alpha Beginning at 14th level, you have unleashed your inner Lycan and have proved yourself worthy enough to lead a pack of them regardless of wether or not you are one. Friendly creatures have advantage on attack rolls against targets within 15ft of you, while you have Advantage on Intimidation checks and Initiative rolls if you have one or more friendly creature within 20ft of you.

Bard : College of Charm As a Bard of the College of Charm, you have learned from the most fabulous and flamboyant Vampires, mastering flexible movements and sensory effects alike to enhance your preformances on the battlefield as a controller and executioner. Bonus Proficiencies When you goin the College of Charm at 3rd level, you gain proficiency Rapiers and the Sleight of Hands skill. Bloody Words Also at 3rd level, you learn to invoke Vampiric magic with a charming pickup line. you can use a bonus action to spend a use of your Bardic inspiration and mark a target within 30ft of you that can see and hear you with a compelling Pickup line, for the next minute, if you or a friendly creature deal damage to that target they gain Temporary hit points equal to half that damage (rounded up) + your Charisma Score. If the Target was already Charmed by your Dazzling Appearance feature then you restore health rather than gaining Temporary hit points. This feature can not affect creatures that are immune to being charmed. Dazzling Appearance At 6th level, your face starts to magically glitter mystically, and you learn to use that to your advantage, when an enemy attempts to make an opportunity attack with a weapon you may spend a reaction to intersept the attack and distract the attacker, the enemy must make a Wisdom Saving throw contested by your Preformance check, if the enemy fails then its attack misses and is now charmed by your hypnotic preformance and dazzeling glittery beauty, if it succeeds then you take damage instead of the target of the attack. Radiant Preformer Starting at 14th level, when you make a melee weapon attack, you can expend a use of your bardic inspiration to change its damage type to Radiant damage. additionally, you now have access to the Branding Smite spell and the Moonbeam spell, both of which you can cast innately and free of material components twice per day each.

Monk : Way of the Lunar Soul As a Monk of the Lunar Soul, you have learned and trained under the Philosophy of Father Forest, the first Lycan, the Guardian spirit of the Darkovian forest. You Value teamwork and protect your friends just as Father Forest protected the Lycans over the years. Spiritual Force Starting when you Choose this tradition at 3rd level, you can spend 1 extra Ki point on your Flurry of Blows to channel your spirit's might and convert your unarmed strikes' damage from Bludgeoning to Force damage. Kindred Bond At 6th level, you form a close almost familial bond with your friends. Whenever a friendly creature fails a saving throw or a skill check, you can spend up to 3 Ki points to give them a d4 per Ki point spent to add them to their roll. Radiant Soul Beginning at 11th level, you become better attuned to the power of the moon's light, while you are in the open at night you restore 2 Ki points for every hour spent in moonlight, Advantage on Dexterity saving throws and skill checks in the darkness and Resistance to Radiant Damage at all times. Father Forest's Aspect At 17th level, you master the Ideals of your Monastic Tradition, sharing its power with your closest friends and family. You gain the ability to spend 5 Ki points to heal a friendly creature an amount of hitpoints equal to double your Monk Level, additionally all Friendly creatures within 15ft of you gain the following benefits. All friendly creatures within range gain advantage on Dex saves and skill checks while in darkness.

All friendly creatures within range gain resistance to Radiant damage.

All friendly creatures within range gain the monk's Unarmored Defence feature.

Paladin : Oath of Reaping As a Paladin of the Oath of Reaping, you have Joined the Ranks of the Paladins of The Legion, a band of Paladins in a self Imposed excile in order to attone for their misdeeds. Paladins of this Oath utilise a mixture of Vampiric magic and Necromantic magic to combat evil to attone, proving that the Actions dont dictate their allignment, its the purpose that does. Tenants of Reaping Death's Cold Grasp . dont spare a Lycan or the Wicked, Death is the only mercy they deserve.

. dont spare a Lycan or the Wicked, Death is the only mercy they deserve. The Greater Good . dont fear resorting to darker powers, its the purpose that matters, not the methods.

. dont fear resorting to darker powers, its the purpose that matters, not the methods. Judge and Executioner. take your time in making decisions, however make the punshing as swift as possible. Channel Divinity When you take this Oath at 3rd level, you gain the following two channel divinity options Frozen Legion - As an Action, you can Conjure 2 monsters of the Undead catagory of CR 1 or lower (except swarms) to fight for you, all their damage is converted to Cold damage. You can not use this channel divinity again until both summoned undead are killed or dismissed with a bonus action, at 6th level you can summon undeads of CR 2.

- As an Action, you can Conjure 2 monsters of the Undead catagory of CR 1 or lower (except swarms) to fight for you, all their damage is converted to Cold damage. You can not use this channel divinity again until both summoned undead are killed or dismissed with a bonus action, at 6th level you can summon undeads of CR 2. Blood Well - You spend an Action to enchant your weapon, for the next Minute your weapon attacks deal additional Necrotic damage equal to your Charisma modifier and grant you Temporary hit points equal to your Paladin level until the end of your next turn. Oath of Reaping Spells Paladin Level Spells 3rd False Life, Unseen Servant 5th Misty Step, Darkness 9th Counterspell, Sleet Storm 13th Ice Storm, Blight 17th Cone of Cold, Contagion Aura of Unyielding Starting at 7th level, you and friendly creatures within 10ft of you gain Immunity to the Poisoned condition while you are concious. At 18th level, the range of the Aura increases to 30ft. The North's Wrath Biginning at 15th level, once your hit points are reduced below half of your maximum hit points, you get to add your Charisma modifier to your attack rolls and your damage rolls. Your double your Charisma Modifier for damage rolls against Fiends, Undead, Elementals that originate from the plane of fire and Lycans. Camazotz' Legion At 20th Level, as an Action, you can encase yourself in Vampiric blood magic. For 1 minute, you gain giant bat wings and a flight speed of 40ft, as well as summon a number of Vampire Spawns equal to your Charisma modifier, these Vampire Spawns fight for you and are considered as friendly creatures, when the duration of this feature ends, the Vampire spawns last an extra 1 minute before turning to dust. these vampire spawns are immune to Radiant damage. Once you use this feature, you cant use it again until you finish a long rest.

Ranger : The ShadowSlayer As a ShadowSlayer ranger, you have devoted yourself to hunting the foulest monsters of the night, Vampires and Werewolves fall to your arrows or bolts indescriminantly, and Liches and Fiendish Horrors do not scare you, but they should be scared of you if you ever leave their sight. The unseen ShadowSlayer is the deadliest ShadowSlayer. Children of Darkness At 3rd level, Fiends and Undead are considered favored enemies of yours even if you havent chosen them to be, additionally you gain advantage on attack rolls against all your favored enemies. Assassins of the Night At 7th level, whenever you roll and succeed for stealth, and then attack afterward, you go undetected as long as you successfully hit the target. Fell the Wicked At 11th level, You can add your Dexterity Modifier to your Damage rolls against your favored enemies as Radiant damage. At 20th level, you double your Wisdom Modifier for your Foe Slayer feature and add it to your damage rolls as Radiant damage. Ravenous Hunter At 15th level, you decide that the best way to hunt down a beast is to become one. You Choose between the Vampirism Curse and the Lycanthropth Disease. Vampirism - Your Wisdom Score maximum increases to 24 and you gain the Vampire ShapeChanger trait.

- Your Wisdom Score maximum increases to 24 and you gain the Vampire ShapeChanger trait. Lycanthropy - Your Dexterity Score maximum increases to 24 and you gain the Werewolf ShapeChanger trait.

Sorcerer : Vampiric Origin As a Sorcerer of Vampiric Origin, you can trace your bloodline all the way back to ancient and powerful Vampires, their otherworldly dark magic that you have inherited and awakened courses through you like wildfire ravaging a forest, how shall you use your newfound powers Sorcerer? Vampiric Magic At 1st level, you choose one of the three schools of magic Vampires are most skilled with to specialise in, Necromancy, Enchantments or Illusions. Whenever you get to learn a new spell to add to your spell known list from the Sorcerer's spell list, you can instead learn a spell from your chosen School of magic from any Spell list. Undead Resolve As the Undead nature of your Vampire ancestor becomes one with your mortal nature, your body becomes more Reselient and durable. At 1st level, your hit point maximum increases by 1 and increases by 1 again for every level you take in this class. Additionally you become Resistant to Necrotic and Poison Damage. Bolstered Vampirism Starting at 6th level, your Vampire heritage empowers your chosen school of Magic. Master Illusionist - You gain advantage when casting Spells from the School of Illusions, additionally when you cast Phantasmal Killer, the Die Size for the damage increases from d10 to d12. If you do not have Phantasmal Killer in your list of Known spells then it is added without counting towards the number of Spells known.

Supreme Enchanter - You gain advantage when casting Spells from the school of Enchantments, additionally when you cast Charm Person you can increase the spell save DC by 2. If you do not have Charm Person in your list of Known spells then it is added without counting towards the number of Spells known.

ArchNecromancer - You gain advantage when casting Spells from the School of Necromancy, additionally when you cast Raise Dead, you cast it without the need of material components. If you do not have Raise Dead in your list of Known spells then it is Added without counting towards the number of Spells Known. Blood Shaper At 14th level, you learn to weaponise your enemy's blood against them and restrict their movements. Once on each of your turns you can spend an Action to impose disadvantage on the next Dexterity Saving throw or Skill check your target makes, if they have failed their saving throw or Skill check then you gain advantage on your next damaging spell. Crimson Tides At 18th level, Your Blood becomes overcharged with Vampiric Magic, you can use an Action to spend 5 Sorcery points and unlock this emense source of magic. For 3 minutes you can cast Cantrips with Bonus Actions, add your Charisma Modifier to all spell damage rolls and gain half the damage dealt (rounded down) as Temporary hit points till the end of the turn after the turn the spell was casted on. After you use this feature, you cant use it again until you finish a long rest.