Draculyte Core Features

Lifeblood
Draculyte Core Utility 1
A foe's ebbing vitality grants you a surge of power.
SceneSpecies (Basic), Void; Reflexes, Vitality, Might
Free ActionPersonal
Trigger: You bloody an enemy or drop it to 0 hit points
Effect: You gain one of the following benefits:
  • You shift up to your speed.
  • You gain temporary Vitality hit points equal to 5 + one-half your level.
  • You gain a +2 bonus to melee attack rolls until the end of your next turn.


House Symbol
Draculyte Core Attack 1
You brandish the symbol of the House of Dracul. The power of your faith radiates outward from it, searing the minds of your foes.
EncounterPsychic, True Faith (Dracula), Device, Mental
Standard ActionClose Blast 3
Target: Each enemy in blast
Attack: Charisma vs. Will
Hit: 1d8 + Charisma modifier Mental damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
Level 11: 2d8 + Cha damage.
Level 21: 3d8 + Cha damage.

Religious Scholar (5th Level Core Trait): You gain a +2 bonus to Arcana and Social Studies checks.

Flock Of The Faithful (10th Level Core Trait): While adjacent to you, your allies gain a +1 bonus to saving throws. If an ally has the True Faith (Dracula) keyword, that ally receives an additional +1 bonus.

Forceful Action (11th Level Action Point Benefit): When you spend an action point to make an attack and that attack hits, you push each target you hit with that attack a number of squares equal to your Strength modifier.

Bolstering Action (11th Level Action Point Benefit): When you spend an action point to take an extra action, an ally within 5 squares of you can spend a Guts healing surge. If that ally is adjacent to you, they also recover a number of additional Guts hit points equal to your Dexterity modifier.

Shield Of Faith (11th Level Core Trait): When you use a preferred power that has the True Faith (Dracula) keyword, you gain a +2 bonus to all defenses until the end of your next turn.

Divine Blood (16th Level Core Trait): If you are bloodied during a scene, you gain an extra use of Dracula’s Power during that scene.

High Priest Of Dracul (21st Level Core Trait): You gain a +2 bonus to your Charisma score, and you do not suffer a death penalty when you are returned to life by an Extended Power.

Stand For Your Cause (24th Level Core Utility): You gain the Stand For Your Cause power.

Stand For Your Cause
Draculyte Core Utility 24
Nothing, not even death, will stop you from accomplishing the will of your lord and master.
DailyPsychic, True Faith (Dracula), Willpower, Guts
No ActionPersonal
Trigger: You begin your turn at 0 or fewer hit points.
Effect: You stand from prone and regain Guts hit points equal to twice your healing surge value.

Might Of Dracul’s Faithful (26th Level Core Utility): You gain the Might Of Dracul’s Faithful power.

Might Of Dracul's Faithful
Free-Willed Vampire Core Utility 26
You draw upon the collective faith of your entire religion to weather anything your foes throw your way.
DailyPsychic, True Faith (Dracula), Willpower, Telepathy
No ActionPersonal
Trigger: You are under the effects of one or more conditions that a save can end.
Effect: You successfully save against all triggering conditions.

Dracula’s Guiding Hand (30th Level Core Trait): You gain the Dracula’s Guiding Hand power.

Dracula's Guiding Hand
Draculyte Core Utility 30
Dracula has won innumerable battles, and directly advises you in battle to secure victory.
DailyPsychic, True Faith (Dracula), Telepathy, Tactics
No ActionPersonal
Trigger: You miss a target with an attack
Effect: The triggering attack hits.

Draculyte Core Features

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