>Cleric: A fantastic technique for caster clerics to avoid being reached by adversaries without using up valuable spell slots on flying is to have the ability to walk on walls and ceilings. Although it is a possibility and is compatible with Divine Strikes, Vampiric Bite is only marginally more effective than a standard cantrip when used in weapon assaults. The wisest course of action is to reserve it for improving your spell or ability checks.<
>Druid: Vampiric Bite makes the Dhampir a perfect choice for Circle of Spores. Vampiric Bite offers a reliable weapon option, solves the MAD problem (Circle of Spores typically requires Dex/Con/Wis), offers a last-resort means of self-healing, and if you can hold off on activating Symbiotic Entity<
>Fighter: Get a full set of armor, a shield, and the Tough and Piercer feats. Increase your Constitution to its maximum. Plenty of AC, a high maximum health level that keeps you safe at less than half health, and Piercer increase the threat of your assaults. Unfortunately, it could be challenging to employ Piercer's increased ability score successfully.
>Monk:
Note: The following advice assumes that you can decide to combine Dexterity with a vampire bite. Although I think RAI would let you accomplish that, it's not really obvious if that was the design goal.
The vampire bite is a recognized monk weapon. The d4 damage dice (and it's not even that huge) is used. Because of martial arts, the Dhampir can now use either Dexterity or Constitution to make the Vampiric Bite attack instead of the usual Constitution.
As your martial arts die increases, you'll be able to obtain more of the "empower" component of Vampiric Bite, healing yourself or augmenting an attack/check with escalating huge dice. You can build your monk as you normally would (Dex/Wis and Con when you can). A high-level dhampir monk's critical strike could result in 2d10+5 damage, which could heal you or increase the power of your subsequent attack or check. That's a roll of 16 on average, and adding that bonus to an ability check makes it irrelevant.<
>Paladin: Vampiric Bite meets the requirement for a weapon attack needed for Divine Smite because it is considered a simple weapon. However, because Divine Smite's added radiant damage is not piercing damage, it will not increase the value of the "empower" option.<
>Ranger: Although you'll still need the dexterity to fill out medium armor and you won't be as tough as a barbarian, fighter, or paladin, building for melee will help the ranger's MAD concerns. With Hunter's Mark, your bite deals more damage, increasing your offensive effectiveness. Additionally, you get greater use out of the "empower" choice because you can heal yourself and increase your attacks and checks more than most other characters. <
Nate panicked and picked a class, but as soon as he felt an energy rush through him, he raised his palm and broke Chris' fist. He punched Chris while bending his fist, which knocked Chris off balance and had him slide across the ground while using his claw-like nail to stop himself.
Chris got to his feet and puzzledly regarded Nate. He could see how quickly Nate's body was recovering.
Chris sprinted across the arena to finish Nate as soon as he saw him shift in appearance and aura, but before he could take a step, Nate had already moved and was swinging his katana with incredible force. Chris was immediately frightened.
To his surprise, the blade easily cut through Chris's hand as he attempted to defend himself, and right now he could see the attacker was aiming for his neck.
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