Energy Vampire (5e Feat)
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Energy Vampire
Prerequisites: The ability to cast at least one spell.
You prey on the unfortunate, siphoning small amounts of energy from them.
- You score a critical hit on a roll of 19 or 20.
- Once on each of your turns you may siphon energy from a hostile creature's misfortune to regain spell points equal to your proficiency bonus. This may activate when you score a critical hit on a hostile creature or a hostile creature rolls a 1 on a saving throw vs your cantrip or spell. You may not exceed your maximum spell points.
Spell Slots
- If using spell slots you may pool this energy and regain an expended spell slot of 5th level or lower. When you have accumulated the desired amount of energy you may create one spell slot as a bonus action on your turn. When you finish a long rest, any energy in this pool is lost. Refer to the following table for converting energy into spell slots:
- 2 Energy : 1st Level
- 3 Energy : 2nd Level
- 5 Energy : 3rd Level
- 6 Energy : 4th Level
- 7 Energy : 5th Level
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