Soul of the Bat

This is a Rogue subclass

Those who are at home in the night more so than the day, inspire fear and wonder in the common folk. There exists a tradition of bonding with the soul of the bat, and various other animals, dating back long before the Convergence. While some Kingdom folk have come to associate night dwellers with fearful and unnatural creatures like fampyrs, most other cultures view the bat as a protector against insects and disease. The people who bond with the Soul of the Bat are no more evil or good than any other sort of person, though their proficiency in the dark, their mysterious nature, and their deadly techniques none the less command fear and respect. The fact that some of them can heal their wounds by drinking blood is especially concerning, though rituals involving the drinking of blood are not unfamiliar to many tribal cultures, none the less some have chosen to associate them with the unnatural, undead, vampires.

#### Soul of the Bat Features

 9th
 13th
 17th

### Blood sense

When you choose this archetype at 3rd level, you develop a sense for the heart beat and pulse of blood in a creature. You can sense the heart rate of a creature within 10 feet of you, if it has one. This may indicate a creature's emotional state, aiding your attempts to read them.

### Aural Acuity

Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object using hearing.

### Nocturne Awakening

At 3rd level, you gain the ability to sense your surroundings by echolocation, given you can make a sound and here the sound reflect off the physical objects. Under these conditions you have Blindsight up to a range of 60 feet, this does count as "seeing".

You gain immunity to common diseases.

You have disadvantage on vision based perception checks made in direct sunlight. Silver is poisonous for you. While silvered weapons don't deal extra damage to you, touching silver does cause damage, and ingesting it is potentially deadly.

As a bonus action you can summon the Thristing Fangs, two daggers connected with a chain. They are d6 finesse weapons with which you are proficient, with a range of 20 feet.

### Vitae Drain

Starting at 9th level, you gain a bite attack that counts as a melee finesse weapon for you dealing d10 Physical damage (plus your dexterity mod and you can use Sneak Attack with this) to Seized targets. You gain the ability to attempt to Seize a creature as a bonus action. To Seize you make an Acrobatics check to an adjacent target, contested by their Acrobatics or Athletics check. On a success you have grabbed the creature and you move with them if they move. They move at half their speed while Seized if they are Medium size. They may make an Acrobatics or Athletics check as an action to break the Seize, contested by your Acrobatics. Damage you deal using your bite, draining and drinking the blood of a viable, healthy creature, heals you to a maximum of 40 hit points per night. This healing does not function if you have contacted silver in the last 10 minutes.

### Night Arcane

Beginning at 13th level, you can cast the darkness, polymorph (bat only), conjure animals (bat swarm only), and fog cloud spells 1/night each, as wizard, cleric, or sorcerer spells, your choice. Your concentration on these spells cannot be ended by damage.

### Wings of Darkness

At 17th level, you gain bat like wings on your back. You gain a flying speed equal to your movement speed.