Draculyte Class Features

Dracula’s Power: A number of times per adventure equal to your Charisma modifier, you can draw on your faith and Dracula’s power, channeling it into a number of different faith-based abilities. Your first use of Dracula’s Power each encounter does not count against your per adventure limit.

Dracula's Power: Vampiric Precision
Draculyte Class Feature
With Dracula guiding your aim, you leverage your vampiric speed into greater precision.
At-WillPsychic, True Faith (Dracula), Reflexes
Free ActionPersonal
Trigger: You make an attack roll against an enemy
Effect: You gain a bonus on the attack roll equal to your Dexterity modifier.

Dracula's Power: Vampiric Strength
Draculyte Class Feature
You take Dracula's strength as your own, leveraging your physical might to bolster your magic and your faith.
At-WillPsychic, True Faith (Dracula), Might
Free ActionPersonal
Trigger: You make a damage roll against an enemy
Effect: You gain a bonus on the damage roll equal to your Strength modifier.

Dracula's Power: Abjure Foe
Draculyte Class Feature
You send a ray of psychic power to an enemy of your faith, compelling it to stagger toward you.
At-WillPsychic, True Faith (Dracula), Aimed, Mental, Compulsion
Standard ActionClose Burst 5
Target: One Enemy Of The Faith in burst
Attack: Charisma vs. Will
Hit: 3d10 + Charisma modifier Mental damage, and you shift the target a number of squares towards you equal to 1 + your Charisma modifier. The target is also immobilized at the end of this movement until the end of your next turn.
Level 5: 4d10 + Cha damage.
Level 11: 5d10 + Cha damage.
Level 15: 6d10 + Cha damage.
Level 21: 7d10 + Cha damage.
Level 25: 8d10 + Cha damage.
Miss: Half damage, and you shift the target 1 square towards you.

Dracula's Power: Aura Of Wrath
Draculyte Class Feature
As your foe strikes, you invoke Dracula's power to encase yourself in a burning aura of psychic power.
At-WillPsychic, True Faith (Dracula), Mental, Aimed
Immediate ReactionClose Burst 5
Trigger: An enemy within 5 squares of you hits you
Target: The triggering enemy in burst
Effect: The target takes Mental damage equal to your Strength or Dexterity modifier, and you push the target 2 squares.
Level 11: 1d6 + Str/Dex damage.
Level 21: 2d6 + Str/Dex damage.

Enemies Of The Faith: A number of your abilities refer to targeting ‘Enemies Of The Faith’. This refers to individuals who directly and diametrically oppose the goals and progression of the House Of Dracul. Other individuals may be included in this category at GM discretion, but by default it includes: Angled Ones, Vampires serving the Kings, Thralls (human or undead) of vampires who serve the Kings, Cultists or other servants of the Kings, and vampire hunters who oppose Dracula (typically religious zealots unaffiliated with The Company).

Undead Creature: You do not eat, sleep, age, or breathe. You are immune to Targeting powers that are reliant on a living physiology (this does not include Bleed effects). You have resistance to Homeostatic, Toxic, Void, and Temporal damage equal to 5 + one-half your level.

Creature Of Darkness: You gain Resistance to Shadow and Vulnerable to Solar equal to 5 + one-half your level. In addition, if you end your turn in direct sunlight and lack any covering (such as very heavy clothing), you take ongoing 5 Solar damage and you are weakened (save ends). If you drop below one hit point from Solar damage, you die rather than going into negative hit points. The ongoing damage you take increases to 10 at 11th level, and to 15 at 21st level. If you drop below one hit point from Solar damage, you die rather than going into negative hit points.

Mythic Weaknesses: Effects based on or associated with Garlic, Silver, or Ashwood ignore any resistances you may possess (but not Insubstantial), and saving throws provoked by such effects ignore any saving throw bonuses you may possess. You also grant combat advantage against attacks that are based on or associated with Garlic, Silver, or Ashwood. This drawback does not apply to resistances or bonuses granted by allies.

Superior Senses: You can see unhindered in darkness. By spending a minor action to focus your senses, you can make a sight or hearing based Perception check as if you were 10 squares closer to the target than you actually are (Perception checks increase in DC by two for every 10 squares of distance from the target). In addition, whenever you are hit by an attack with the Light or Sonic keywords, you make a saving throw. If you fail that saving throw, you are dazed until the end of your next turn.

Blood Is Life: Once during a short rest, an ally adjacent to you can willingly lose one healing surge to allow you to regain hit points equal to your bloodied value. You may only target allies with the Human keyword, or of the Reptilian class. If you end a short rest with more healing surges than your usual number of healing surges per adventure, you lose any healing surges beyond that number but regain all of your lost hit points.

Enduring Soul: While you are bloodied, you gain regeneration equal to your Charisma modifier. If you take Solar damage, or are affected by a Garlic, Silver, or Ashwood based effect, your regeneration does not function until the end of your next turn.

Buoyed By Faith: When targeted by powers with the True Faith keyword that have additional effects on a target with the Undead, Vampiric, or Supernatural Evil keywords, you are immune to those additional effects. If targeted by an effect with the True Faith keyword that only targets creatures with any of those keywords, you are not considered a valid target.

Draculyte Class Features

The Age Of Terror Is Upon Us: A Vampire Hunter$, Inc. Campaign Heronator