Young-Blood Vampire Image

Deprived of the blessed release of death, your soul has been chained to the physical world to continue in darkness as a vampire.  This form of damnation leaves you in a state of constant, unslakable thirst for blood.  Even then, the respite is brief and the craving soon reasserts itself.   Whether from guilt, fear, or painful memory, you hide from bright light sources, venturing out from your crypt only at night. Though the darkness has become your domain, you still welcome the break of day, when your body shuts off and ejects your spirit for several merciful hours. Each night, however, you are wrenched back by the curse to begin anew your desperate, eternal struggle.

You would consider it a great mercy if the Curse ended there.  Yet the toll it takes expands beyond the limits of your own body.  All those whom you knew--even those closest to you--now fear you.  Some will even take extraordinary measures to either avoid you or, in some cases, destroy you.  It is not uncommon to be harassed by holy clerics or bands of mercenary adventurers seeking to rid the world of your existence.

Yet the same Curse that deposits you into this pitiable state empowers you to remain there.  You are not merely comfortable in darkness, you are woven into its very fabric.  You can strike from shadows and you seem to meld from one location to another.  Your fangs make potent weapons and allow you to drain your opponents' life into your own.  As you grow, you also find you have power over the minds of your prey--although using this ability forces you to confront memories (whether yours or theirs you cannot tell) of a life before the curse.

 
Skill Proficiencies: Athletics, Intimidation, Stealth

Tool Proficiencies: Poisoner's kit

Languages: Infernal

Equipment: A fang file, fine clothing, a Cloak of Many Fashions, a ring with an unholy symbol, and 3 vials of finely-preserved blood.

 
Feature: Vampiric Curse

Terror incarnate.  Most people avoid you at all costs.  They will hide and lock the doors, wave holy symbols, call guards, or if cornered, fight with whatever weapons they can find.  Most people are easy to intimidate, once captured, and will give up valuable information in exchange for their lives.  When you encounter those who don't fear you, they're either mad or are more than meets the eye.

Sunlight sensitivity.  You are highly sensitive to bright lights--especially sunlight.  In any bright light, you have disadvantage on perception checks, attack rolls, and you cannot take attacks of opportunity.  In sunlight, you suffer these setbacks and also take 1d6 radiant damage per round.

Dark energies.  You have immunity to necrotic and poison damage, but are vulnerable to radiant and fire damage.

Physical prowess.  Your Strength, Dexterity, or Constitution score increases by 2 (to a maximum of 20).

Hunt from above.  Although you cannot fly, you are able to climb up vertical surfaces at your walking speed (similar to the Nimble Climber feat).  You can hang from ceilings without the aid of special equipment.  Additionally, your new nature allows you to fall any distance without taking falling damage.  You can also glide two feet laterally for each foot you descend vertically.

Master of the night.  You are one with the darkness and can move without provoking attacks of opportunity.  All stealth checks while in darkness are made at advantage.  You can see in magical darkness up to 60 feet.  You can detect the location of invisible creatures when in darkness.  You have advantage to perception and investigation checks in darkness (not dim lighting).

Rest of the damned.  At sunrise, you fall asleep wherever you are and cannot wake until sunset by any means short of a Resurrection spell.  While asleep, your soul is outside your body and you are dead.  Sleep does not heal you, but does prevent exhaustion.

Lifeless.  You cannot heal.  You start each night at your maximum hitpoints, which drain away at a rate of ten percent per hour.  During this time, drinking blood will grant temporary hitpoints (stackable).  One vial of blood will grant 2d4+4 temporary hp.  You also gain the "Vampiric Kiss" ability.  No amount of temporary hitpoints will prevent Rest of the Damned.

 
Spell List

 

Spell Level Spells
Cantrip message
1st charm person, sleep
2nd darkness, hold person, mirror image
3rd gaseous form, major image, vampiric touch
8th maddening darkness

 

 
Suggested Characteristics

Vampirism, by its nature, leads to actions considered evil in nearly every society.  People made into vampires fall into three categories: The first comprises those few who fight their hunger and murderous impulses, seeking to protect others from themselves.  These tend to be former paladins, clerics, and others whose convictions are stronger than the urge to kill.  When they must feed, they drink either from animals or find people who are willing to donate small quantities of blood, as though for a transfusion.

Most who are turned begin with good intentions, but quickly succumb to their predatory nature and feed with varying levels of brutality, often killing their prey outright.

There are, however, a very few people who choose the path of vampirism.  They have been known to seek out vampires, asking to be turned. Their reasons are varied, some seek to escape true death, others want the power and lack of inhibitions associated with preying on humans.  Others may seek the curse in order to join a loved one also cursed by a vampire's bite.

 
 
Contacts

 

 

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Young-Blood Vampire Image

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