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Age

Your aging slows to a halt. You are unable to age any further than the exact age you were when you became a vampire.

Ability Score Replacement

Your Strength, Dexterity, and Constitution scores become 18 if they aren’t higher. You may choose to increase Strength, Dexterity, Constitution, Intelligence, or Wisdom by 1, and your Charisma score increases by 2

Vampiric Nature

You are now considered both an undead and a humanoid. As an undead, you no longer need to breathe, you are immune to disease, and you are resistant to necrotic damage. However, due to your unholy nature, you are vulnerable to radiant damage.

Accustomed to hunting at night, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Blood Hunger

You have a Blood craving to satisfy.  You must feed, taking at least one vial, or 4 ounces, of blood, into yourself every 48 hours, or begin to take levels of exhaustion. The only way to heal from this exhaustion is to feed directly from a living creature, doing so heals one level of exhaustion. While that is just enough to sustain you, you still feel the urge to drink and may still appear twitchy or ravenous in the heat of battle or when treating a wounded ally. 

At 5 levels of exhaustion, you do not die, you lose yourself to your blood-drunk frenzy. The DM may take control of your PC in any way they see fit until they feel your thirst is satisfied.


Blood Thirst

You can drain blood and life energy from a willing creature, or one that is Grappled by you, Incapacitated or Restrained. If an unwilling creature bitten this way is able to successfully escape restraint, grappling, or incapacity the effect ends.

An unwilling creature must make a Constitution saving throw, DC 18. A creature takes 1d6+STR necrotic damage per turn on a failed save, and half as much damage on a successful one. Using Blood Thirst also allows you to drink the blood from your victim, giving you 1d4 vials, or 4 ounces, of blood. After you use all charges of this ability, you can’t use it again until you complete a short rest.

The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains 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. A humanoid killed in this way becomes a Vampire Null, this creature has the stats of a Zombie.

The damage increases to 2d6 at 5th level, 4d6 at 11th level, and 5d6 at 17th level.
The number of uses increases at 7th level. 


Undead Claws

Your hand's house sharp, hard bone-like claws that can be summoned or retracted at will:

  • Your unarmed strike deals a d4 + STR damage.
  • You gain natural claw weapons, these claws do slashing damage at 1d4 + CHA slashing damage. This damage increases to a d6 at level 7 and a d8 at level 15.

Undead Fangs

Your mouth houses sharp fangs that can be summoned and retracted at will.

  • This Natural weapon deals 1d4 + STR piercing damage.

Invigorated

Like a shark tasting blood, quenching your thirst makes you go into a frenzied state for a short while after. After drinking blood you can choose to gain one of the two following benefits for 1 hour.

Spider Climb. You gain a climbing speed equal to your walking speed and gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

Feast of Blood. In a frenzy, you gain a surge of vitality. Your speed increases by 10ft., and you gain advantage on strength and dexterity checks and saving throws.

These benefits can be used 3 times per long rest. This number increases to 4 at 6th level, 5 at 11th level, and 6 at 16th level.


Vampiric Aura

The Vampire emits a powerful aura that makes all who are not strong enough to resist it want to impress the vampire and will practically do whatever the vampire requests.

  • You know the Thaumaturgy cantrip.
  • When you reach 3rd level, you can cast Charm Person at first level, at 5th level you can cast Suggestion and at 7th level, you can cast the Gaseous Form. You can cast these spells once per long rest without expending a spell slot. Charisma is your spellcasting ability for this.

Vampire Weaknesses

Your cursed blood makes you more than unaffected by healing magic. Healing spells cast on you are taken as force damage instead and may burn your blood, causing exhaustion.

You also gain 3 of the following flaws: 

  • Repulsed by Garlic
  • Forbiddance
  • Harmed by Running Water
  • Stake to the Heart
  • Sunlight Sensitivity
  • Silver Susceptibility
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