| Dhampir Outcast |
“I was denied my birthright, but I will not be denied your life.”
Ryu’jinn Feixue conceals the knowledge that he descends from an extinct vampire bloodline. Under commandment of the Jade Emperor, the Third and Fifth Imperial Legions brought ruin and destruction to the thrice accursed Ryu’jinn lineage and their Ebon Mountain strongholds. As an illegitimate dhampir, Feixue’s birth was omitted from the clan register and this exclusion kept his heritage secret from the inquisition.
Medium Humanoid (Dhampir), Neutral
Armor Class 18; Initiative +0 (10)
Hit Points 68 (8d10 + 16)
Speed 35 feet, Climb 35 feet
| STR | DEX | CON | INT | WIS | CHA | ||||||
| 20 | 10 | 15 | 8 | 12 | 14 | ||||||
| MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV |
| +5 | +8 | +0 | +0 | +2 | +5 | -1 | -1 | +1 | +1 | +2 | +2 |
Skills Athletics +8, Intimidation +5, Perception +4, Persuasion +5, Stealth +3; Cook’s Utensils
Resistances Necrotic
Gear Worn Blood Lineage, Component Pouch, 20 Darts, Pouch with 213 GP coins, Splint Armor, Traveler’s Clothes; Weight Worn 24 pounds
Gear Carried Backpack, Bedroll, Cooking Utensils, Flask, Potion of Healing, Rations (5 days), Sack, Tinderbox, 2 Waterskins; Weight Carried 39 pounds
Senses Darkvision 60 feet, Passive Perception 14, Passive Investigation 9, Passive Insight 11
Languages Common, Draconic, Orc
Challenge 6 (XP 2,300; Proficiency Bonus +3)
TRAITS
Combat Superiority (5/Long Rest). Feixue learns maneuvers that are fueled by special dice called Superiority Dice. Many maneuvers enhance an attack in some way. He can use only one maneuver per attack.
- Ambush. When Feixue makes a Dexterity (Stealth) check or an Initiative roll, he can expend one Superiority Die and add 4 (1d8) to the roll.
- Commanding Presence ‘s Strike. When Feixue makes make a Charisma (Intimidation, Performance, or Persuasion) check, he can expend one Superiority Die and add 4 (1d8) to the roll.
- Menacing Attack. When Feixue hits a creature with an attack roll, he can expend one Superiority Die and add 4 (1d8) to the attack’s damage roll. The target must succeed on a Wisdom saving throw (DC 16), or have the Frightened condition until the end of Feixue’s next turn.
- Trip Attack. When Feixue hits a creature with an attack roll using a weapon or an Unarmed Strike, he can expend one Superiority Die and add 4 (1d8) to the attack’s damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw (DC 16) or have the Prone condition.
Decanting. When Feixue finishes a Long Rest, he can create one Potion of Healing or an Antitoxin, as long as he has an empty vial or flask. These liquids evaporate when he finishes another Long Rest.
Spider Climb. Feixue can move up, down, and across vertical surfaces and along ceilings while leaving his hands free.
Tactical Mind. When Feixue fails an ability check, he can expend a use of Second Wind, and instead of regaining Hit Point, Feixue adds 5 (1d10) to the ability check. If the check still fails, this use of Second Wind isn’t expended.
Vampiric Bite (3/Long Rest). When Feixue deals Vampiric Bite damage to a creature that isn’t a Construct or an Undead, he can empower himself in one of the following ways:
- Drain. Feixue regains Hit Points equal to the Piercing damage dealt.
- Strengthen. Feixue gains a bonus to the next ability check or attack roll he makes within the next minute; the bonus is equal to the Piercing damage dealt.
MAGIC ITEMS
Blood Lineage. Feixue has a +1 bonus to attack rolls and damage rolls made with this +1 Greatsword.
Potion of Healing. Feixue can drink this potion or administer it to another creature within 5 feet of himself. The creature that drinks this potion regains 7 (2d4 + 2) Hit Points. These liquids evaporate when he finishes a Long Rest if not consumed.

ACTIONS
Extra Attack. Feixue can attack twice instead of once whenever he takes the Attack action on his turn.
Action Surge (1/Short Rest). On his turn Feixue can take one additional action, except the Magic action.
Blood Lineage. Melee Attack Roll: +9 to hit, reach 5 feet. Hit: 13 (2d6 + 6) Slashing damage. If Feixue’s attack roll misses a creature with this weapon, he deals 5 Slashing damage.
Dart. Ranged Attack Roll: +8 to hit, range 20/60 feet. Hit: 7 (1d4 + 5) Piercing damage. If he hits a creature with this weapon and deals damage to the creature, Feixue has Advantage on his next attack roll against that creature before the end of Feixue’s next turn.
Vampiric Bite. Melee Attack Roll: +8 to hit, reach 5 feet. Hit: 4 (1d4 + 2) Piercing damage.
BONUS ACTIONS
Fey Magic (1/Long Rest). Feixue casts the Hex spell without expending a spell slot.
Fey Magic (1/Long Rest). Feixue casts the Misty Step spell without expending a spell slot.
Hew. Immediately after Feixue scores a Critical Hit with a Melee weapon or reduces a creature to 0 Hit Points with one, he can make one attack with the same weapon.
Know Your Enemy (1/Long Rest). Feixue can discern certain strengths and weaknesses of a creature he can see within 30 feet of himself; Feixue knows whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, he knows what they are. He can also restore a use of the feature by expending one Superiority Die (no action required).
Second Wind (3/Long Rest). Feixue regains 13 (1d10 + 8) Hit Points and can also move up to half his Speed without provoking Opportunity Attacks.
Timely Retreat (3/Long Rest). Feixue can take the Dash action or the Disengage action.
REACTION
Riposte. Trigger: When a creature misses Feixue with a melee attack roll. Response: Feixue expends one Superiority die to make a melee attack roll with a weapon against that creature. If he hits, add 4 (1d8) to the attack’s damage.
