You can take the Magic action and expend a hit die to gain thermalvision (30 feet) until the start of your next turn.
You can take the Magic action and expend a hit die to regain a number of hit points equal to your hit die plus your Constitution modifier.
You can take the Magic action and expend a hit die to gain throughvision (30 feet) until the start of your next turn.
You can take the Magic action to start raging. While raging, you regain a number of hit points equal to your Constitution modifier at the start of each of your turns.
Once you use this feature, you can't use it again until you finish a long rest.
When a creature takes the Attack against you and hits, you can take the Magic action as a reaction and expend a hit die to gain resistance to the weapon's damage.
You have a climbing speed equal to your walking speed.
You can take the Magic action and expend a hit die to grant temporary hit points equal to your the hit die plus your Constitution modifier to a friendly creature that you can see within 30 feet of you.
When you reduce a humanoid creature to 0 hit points with your fanged bite, you gain a feature related to one of its classes that lasts until you use this feature again or you finish a long rest.
You gain a level 1 spell slot.
When a creature takes the Attack action while unarmed or while a mundane weapon, you have resistance to bludgeoning, piercing, and slashing damage from the attack's damage.
You have advantage on saving throws against the charmed, frightened, madness, and stressed conditions.
You gain resistance to one of the following damage types of your choice: cold, fire, lightning, or thunder.
You can take the Attack action as one action, but only twice on the same turn.
You can take the Mark action as one action.
Your movement speed increases by 10 feet.
You gain mastery with one skill or tool of your choice.
You can take the Magic (Spellcast) action to cast the eldritch blast cantrip, using your choice of Intelligence, Wisdom, or Charisma as the spellcatsing ability for this spell.
When you reduce a humanoid creature to 0 hit points with your fanged bite, you gain a feature related to its creature type that lasts until you reduce another creature to 0 hit points with your fanged bite or you finish a long rest.
You gain resistance to all damage types except force and psychic.
The damage die of your fanged bite increases to a d12.
You gain immunity to necrotic and radiant damage.
Your AC is 13 + your Constitution modifier, provided you don't have armor (except shields) equipped.
You gain immunity to the charmed and mad condition.
You gain resistance to fire damage, and your attacks deal an additional 1d4 fire damage.
Your size increases by one.
You have advantage on Charisma checks against humanoid creatures.
You can move through and stop in a space large enough for a creature one size smaller than you without squeezing.
When you start your turn in sunlight, you gain temporary hit points equal to your level.
When you hit a creature with your fanged bite, you can forgo rolling damage and expend a hit die to cause the target to regain a number of hit points equal to your hit die plus your Constitution modifier, provided the target is a dhampir or is cursed with Vampirism.
When you target a creature with an attack roll, you can expend a hit die to lower your critical hit threshold by one.
You can take the Magic action to transform into an humanoid with an equivalent appearance and gain immunity from effects that would reveal your Undeath curse, or back to your normal form.
You have resistance to necrotic damage.
You can take the Magic action to cause a humanoid creature within 120 feet of you to make a Wisdom saving throw against your choice of your Intelligence, Wisdom, or Charisma DC. On a failed save, the target becomes immobilized until you use an action to end the condition, provided you take a Magic action for the duration to concentrate on it. The condition also ends if you or any friendly creature damages the target.
You can take the Magic action and expend a hit die to start raging. While raging, unarmed, or equipped with a melee weapon, when you take the Attack action, you can use Constitution for the attack and damage rolls.
Once you use this feature, you can't use it again until you finish a long rest.
You have a spidercrawl speed equal to your walking speed.
You learn the gaseous form and invisibility spells, choosing Intelligence, Wisdom, or Charisma as the spellcasting ability for these spells. While you are in dim light or darkness, you can take the Magic (Spellcast) action and expend a hit die to cast these spells. When you cast these spells using this feature, the spell ends if you are in sunlight.
You can take the Magic action to transform into a bat, which lasts for a number of minutes equal to ten times your proficiency bonus, or until you end the effect as an action.
You can take the Magic action and expend a hit die to take the Disengage or Hide action as one action.