Descriptions
The curse or blessing of Greater vampirism. You have become a malignant creature of pure darkness. A higher form of vampire and a greater undead. But as your blood delved deeper into the abyss, your body is more susceptible to the light. The light of the sun and mortal sustenance are now your enemy, as you become one with darkness and your thirst for blood of humanoids grows more feverish. Blood empowers you and keeps you from the burning heat of the light. The path of the greater undead is one of grand reward and legion building.
Resistances, Strengths and Weaknesses
Greater Vampires are undead and have immunity to disease and cold and but are vulnerable to fire. They have advantage in Dexterity (Sneak) checks and Melee and Ranged Weapon Attacks in the Dark. Lesser Vampires are also Vulnerable to Silver Weapons.
As undead, Greater Vampires have now long despatched most of their original mortal form and require blood of others to sustain their health and eternal death. For that reason Greater Vampires take only Half Healing from magical spells and potions. However the Healing they receive from drinking Blood is vastly superior in comparison to lesser Vampires. As a greater vampire you are also allergic to all form of mortal food, eating it requires you to make a Constitution Saving Throw or be Poisoned for 1d12 hours.
Greater Vampires are also able to walk on vertical and horizontal surfaces like walls and roofs without using half of their movement to do so.
Greater Vampires are more bestial than Lesser Vampires and have visibly more pronounced features. Unarmed Melee weapon attacks do 1d8 points of Damage as their claws are razor sharp.
Channeling the Darkness, Greater Vampires can also shapeshift into a small animal up to their proficiency bonus every long rest. This allows them to pass through society without fear of being hunted as a abomination to life itself.
As their power grows stronger at Night, ability checks made with proficiency can be made with double proficiency as well as granting them vision into Magical Darkness and Blindsight of 30ft.
Greater Vampires can cast the Darkness Spell up to their Proficiency Bonus per Long Rest.
Blood Consumption
A vampire needs blood to survive. A fully fed vampire is resistant to the sunlight but a starved vampire will burn in the sun. As a greater vampire your thirst for blood becomes stronger. You must feed on any humanoid that is not a monster once per day or start to starve. When feeding you regain 2d12 hit points. Creatures you feed on must succeed on a Constitution Saving Throw or fall Unconcious for 1d10 Hours. Starved Greater Vampires of 3 or more Days, also have disadvantage on Melee, Ranged and Spell Weapon attacks and Ability checks during the Day, but deal an extra 1d12 damage on their weapon Attacks and Spells at Night as well as Advantage of their ability checks.
Lifestyle/Reputation
As a Greater Vampire you are a higher being of your kind and are gifted the ability to grant other willing Humanoids the Curse of Lesser Vampirism.
As a creature if the night and part of the immortal undead you have to keep your true nature hidden from the masses. If you kill to many people via drinking in too short of a time people will start to hunt vampires. Or more specifically, they will hunt you. Also if someone see's you feeding you must flee quickly for a mob will most likely chase you out of town. Your also tied to the darkness, you must keep your skin from the sunlight if you have not fed for over 1 Day.
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