
“Vampires are creatures of cursed blood and tragic existence. Exquisite food, a warm summer’s breeze, and growing old with loved ones are all luxuries a Vampire will never experience. Unable to enjoy many of the fineries of life as they once knew it, Vampires often become bitter creatures, filled with a hatred for everything they once loved.” – Grim Hollow
Prerequisites:
-Dexterity 13+
-A Cause
(Causes for becoming a Vampire are numerous, but examples include:
- Drinking the blood of a Vampire.
- Being bitten by a Vampire.
- Completing the Sanguine Ritual.
- Being Cursed.
- Having a cat jump over your corpse.)
*Some of your abilities will require your target to make a savings throw to resist their effects. The savings throw DC is as follows: 8 + your proficiency bonus + your DEX or CHA modifier.
Transformation Boon: Undead Form -
Your Dexterity Score permanently increases by 2, and your Charisma Score permanently increases by 1. (Ability Scores cannot be increased beyond 20 in this way.) You also gain the Undead sub-type in addition to your other creature type(s).
“Additionally, if you are reduced to 0 HP and would normally die, you instead fall unconscious and any healing you receive immediately stabilizes you, raising you to 1 HP but you remain unconscious for the next 1 minute. You also cannot die from age, starvation, thirst, or suffocation.”
Transformation Boon: Blood Fury -
“You have become possessed by the thirst that grips all Vampires. In combat, this thirst drives you into an insatiable frenzy of bloodshed. Whenever you deal combat damage with an Unarmed Strike or Melee/Ranged weapon to a target that can bleed, and is not Undead or a Construct, you gain one Fury Point. You may only have a maximum of 4 Fury Points at any given time. If you complete a short or long rest, your Fury Points reset to 0. These points can be used by certain abilities that can be found down on the Blood Fury list.”
Transformation Flaw: The Sanguine Curse -
“The Sanguine Curse has taken hold of you. As a result, you gain the following features:
- You cannot enter a residence that you do not own without an invitation from one of its current occupants. If you enter such a place unwillingly (such as being dragged in by the force of another), you take 1d10 psychic damage at the beginning of each of your turns while still inside.
- You gain Darkvision 60ft if you do not already have it.
- While in sunlight, you have disadvantage on all attack rolls and ability checks.
- If you begin your turn in direct sunlight, you take 1d6 Divine damage.
- You must ingest blood at least once every 5 days.
- You have no reflection in mirrors or other reflective objects.
- Passing over or staying under running water for more than 1 minute makes you nauseous.
- If you end your turn while in running water, you take 1d6 Acid damage.
- Your upper canines are elongated and, while they do not impede your speech in any way, they are difficult to hide.
- If you are attacked by a creature with a wooden weapon (such as a stake), if that creature scores a natural 20 to hit, and you have 50 hit points or less, they manage to lodge their weapon into your heart. You become paralyzed for 1 hour or until the weapon is removed.”
At level 8, you gain another Transformation Boon, Cruel Riposte.
“Whenever a creature within 5ft of you makes a melee attack against you, you can use your Reaction to make a melee attack against the attacking creature. You may use this feature a number of times equal to your DEX modifier.”
At level 12, you gain another Transformation Boon, Captivating Glance.
“You gain a permanent +4 to all Deception and Persuasion rolls. Additionally, your thoughts cannot be read by any means.”
At level 14, you gain another Transformation Boon, Creatures of the Night.
“Once per long rest, you can magically call to your aid 2d4 swarms of bats or 2d4 swarms of rats. When outdoors, you can summon 2d4 wolves instead of swarms of rats. These creatures arrive at the end of the next turn at a point within 30ft of you, and they are under your control. They act directly after you in the initiative order and remain for 1 hour, until they die, or until you dismiss them with a Bonus Action.”
At level 18, you gain another Transformation Boon, Shapechanger.
“You can use an Action to polymorph into a swarm of bats, or back into your normal form. While in bat form, you gain the following features:
- Your walking speed is 5ft, but your flight speed is 30ft.
- You still have disadvantages in direct sunlight, but you no longer take damage from it.
- While in bat form, you cannot speak.
- Any equipment you are wearing or holding when you polymorph merges into your bat form.
- If you are knocked unconscious, the swarm reforms into your humanoid self.
Additionally, you can use an action to turn into mist. Whilst in mist form:
- You cannot speak, manipulate objects, or take Attack Actions.
- You are weightless, have a flying speed of 20ft, can hover, and can enter a hostile creature’s space and stop there without provoking any attacks or penalties.
- If air can fit through a space, so can you. You cannot, however, pass through liquid or solid objects.
- Any equipment you are wearing or holding when you polymorph merges into your mist form.
- You are immune to all non-magical forms of attack.
- You have advantage on CON, DEX, and STR checks.
- If you are knocked unconscious while in mist form, you revert to your full physical humanoid form."
Blood Fury List:
1. Fanged Bite (Cost 1 FP) – On your turn, immediately after you take an Attack Action, you can use your Bonus Action to make a special Bite attack. You use your DEX modifier to hit instead of your STR modifier. This attack deals 1d4+ your STR modifier Piercing damage and the target must make CON savings throw against your Transformation DC or take an additional 2d6 Necrotic damage. You regain hit points equal to the amount of Necrotic damage done in this way. If you reduce the target creature to 0 HP, you regenerate up to 3 Fury Points.
2. Calculated Strike (Cost 1 FP) – When you hit with a melee weapon attack, you may use this ability before damage is dealt. If you do so, this attack deals an additional 1d10 damage.
3. Vampiric Mist (Cost 2 FP) – As a Bonus Action, you can disappear in a puff of shadowy mist and teleport to any unoccupied space you can see within 60ft.
4. Unearthly Reflexes (Cost 1 FP) – After you have rolled a DEX savings throw, you can use your Reaction to take half damage on a failed save or no damage on a successful one.
5. Deathly Horror (Cost 3 FP) – As a Bonus Action, you can emit a ghastly distortion of your true form. Up to 3 creatures capable of sight within 30ft of you must succeed on a WIS savings throw against your Transformation DC or be frightened of you for 1 minute. A creature that succeeds its savings throw is immune to this ability for 24 hours.
6. Cast in Blood (Cost 1 FP) – When you cast a damage dealing cantrip, you can add your CHA modifier to the damage you deal.
7. Sanguine Spellbinding (Cost 2 FP) – When a creature must make a CHA, WIS, or INT savings throw against a spell you cast, they do so at a disadvantage. If the spell targets more than one creature, you can select up to 3 creatures to impose disadvantage on.
8. Beguiler’s Entrancement (Cost 3 FP) – You manipulate the mind of a nearby humanoid. This creature is charmed by you for the next 24 hours. This charm can only be removed by you or by a Remove Curse, Greater Restoration, or similar spell.

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