| Feixue the Blüdedge |
“I was denied my birthright, but I will not be denied your life.”
Feixue is the last survivor of an extinct vampire bloodline. Under commandment of the Imperial Throne, solders of the empire sought to eliminate the cursed lineage. As an illegitimate dhampir, Feixue’s birth was denied record in the clan register. This exclusion kept his heritage secret.
Medium Humanoid (Dhampir), Neutral
Armor Class 18 (Defense Fighting Style, Splint Armor); Initiative +1 (11)
Hit Points 68 (8d10 + 16) plus 9 (2d4 + 4; False Life) Temporary HP
Speed 35 feet, Climb 35 feet
| STR | DEX | CON | INT | WIS | CHA | ||||||
| 20 | 12 | 15 | 10 | 14 | 8 | ||||||
| MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV |
| +5 | +8 | +1 | +1 | +2 | +5 | +0 | +0 | +2 | +2 | -1 | -1 |
Skills Athletics +8, Perception +5, Persuasion +2, Stealth +4; Cook’s Utensils
Resistances Necrotic
Gear Backpack (Bedroll, Cook’s Utensils, Rations (2 days), Torch, 2 Waterskins), Component Pouch, Greatsword, 2 Handaxes, Healer’s Kit, Potion of Healing, Pouch (203 GP coins), Splint Armor, Traveler’s Clothes; Weight Carried 112 pounds
Senses Darkvision 60 feet, Passive Perception 15, Passive Investigation 10, Passive Insight 12
Languages Common, Draconic, Orc
Challenge 6 (XP 2,300; Proficiency Bonus +3)
TRAITS
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.
War Bond. Feixue can create a magical bond between himself and a weapon. He performs the ritual over the course of 1 hour, which can be done during a Short Rest. The ritual fails if another Fighter is bonded to the weapon or if the weapon is a magic item that someone else has attuned to. Once bonded, Feixue can’t be disarmed of that weapon unless he has the Incapacitated condition. He can have up to 2 bonded weapons. If he tries to bond with a 3rd weapon, he must break the bond with one of the other two.
MAGIC ITEMS
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
Action Surge (1/Short Rest). On his turn Feixue can take one additional action, except the Magic action.
Extra Attack. Feixue can attack twice instead of once whenever he takes the Attack action on his turn.
War Magic. When Feixue takes the Attack action, he can replace one of the attacks with a casting of one of his Wizard cantrips that has a casting time of an action.
Greatsword. Melee Attack Roll: +8 to hit, reach 5 feet. Hit: 15 (2d6 + 8) Slashing damage. If Feixue’s attack roll misses a creature with this weapon, he deals 5 Slashing damage.
Handaxe. Melee or Ranged Attack Roll: +8 to hit, reach 5 feet or range 20/60 feet. Hit: 8 (1d6 + 5) Slashing 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.
Spellcasting. Feixue is an 8th level spellcaster. He casts spells using Intelligence as the spellcasting ability (spell save DC 11, +3 to hit with spell attacks).
Cantrips (at will): Blade Ward, Prestidigitation
1st level (4/Long Rest): False Life, Find Familiar, Hex ᴮᴬ, Magic Missile, Shield ᴿ
2nd level (2/Long Rest): Invisibility, Mirror Image, Misty Step ᴮᴬ
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.
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.
War Bond. Feixue can summon a bonded weapon to his hand as long as its on the same plane of existence as him. He can have up to 2 bonded weapons, but can only summon one at a time with a Bonus Action.
