Vampires are associated with necromancy. Their existence is predicated on draining the life from others to fuel their own existence, and on putting their own lives ahead of all other concerns. Philosophically, they do not constrain themselves with artificial rules of morality, but believe that the strong can and should take what they need from the weak.
- Ability Scores: Your Charisma score increases by 2, and your Intelligence score increases by 1.
- Languages: You can speak, read, and write Common and Vampire.
- Equipment: A set of fine clothes, a signet ring, a [Tooltip Not Found], and a purse containing 25 gp
You can drain blood and life energy from a willing creature, or one that is grappled by you, incapacitated, or restrained. Make a melee attack against the target. If you hit, you deal 1 piercing damage and 1d6 necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. When you drain blood with your Feast of Blood ability, you experience a surge of vitality. Your speed increases by 10 feet, and you gain advantage on Strength and Dexterity checks and saving throws for 1 minute.
Spell List
(BONUS ACTION) Bite Attack: Melee Weapon Attack: +STR to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 1 piercing damage plus 1d6 necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
(ACTION) Bandage tightening: Take a turn to rewrap and tighten those bandages if they have become loose. Gain 1d6 temporary hit points upon tightening.
| Spell Level | Spells |
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Suggested Characteristics
Vampires might not have an innate tendency toward evil, but many of them end up there. Evil or not, their strict hierarchies incline them toward a lawful alignment.
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