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Undead. Your creature type is undead, rather than humanoid. Also you gain resistance to Necrotic damage.

Undead Nature. Neither you nor your vampire spawn require air.

Enhanced Sight. You gain  60 ft. of dark vision.

Bite. (Bat or Vampire Form Only). Your fangs are natural weapon, which you can use to make a bite attack. If you hit with it, you deal piercing damage equal to 1d6 + your Strength or Dexterity modifier piercing damage, plus 2d6 necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Further, you can regain hit points equal to the necrotic damage, you can’t regain hit points in this way again until you finish a short or long rest.

Hunters Charisma. You gain +2 to your charisma score (max 20) and become proficient in deception and persuasion.

Vampiric Gifts. Once a day you can cast the following spells with no components- Vampiric Touch, suggestion, Invisibility. 

Shapechanger. If you aren't in sunlight or running water, you can use an action to polymorph into a Tiny bat or back into your true form.

While in bat form, you can't speak, your walking speed is 5 feet, and you have a flying speed of 30 feet. Your statistics, other than your size and speed, are unchanged. Anything you are wearing transforms with you, but nothing you are carrying does. You reverts to your true form if you die. After using this trait, you can't use it to turn into a bat till you take a Short or Long Rest.

Vampire Weaknesses. You gain the following flaws:

Forbiddance. You can't enter a residence without an invitation from one of the occupants.

Harmed by Running Water. You takes 1d10 acid damage if you end your turn in running water.

Stake to the Heart. If a piercing weapon made of wood is driven into your heart while you are incapacitated, you are paralysed until the stake is removed.

Sunlight sensitivity.  While in sunlight, you have disadvantage on attack rolls and ability check.

Sanguine's call. If you do not reduce a humanoids hit point maximum to 0 every day you must succeed a wisdom save DC 10 + number of long rests taken after last feeding. If failed you will enter a blood starved state.

Blood Starved. Once blood starved you gain the following:

Malicious Intent. You will begin to make choices within evil alignment regardless of character alignment.  

Bestial  Appearance. Your charisma score decreases by 4, and you lose proficiency in deception and persuasion. However you gain advantage and proficiency in intimidation

Enhanced physicality. You gain +1 to your constitution, strength, and dexterity scores (max 20). You also gain proficiency in athletics and acrobatics.

Increased Harm by Running Water. You take 20 acid damage if you end your turn in running water.

Sunlight Hypersensitivity.  You take 20 radiant damage when you start your turn in sunlight. While in sunlight, you have disadvantage on attack rolls and ability checks.

Heightened Gifts. You can cast these spell additionally once per day with no material components- Darkness, hold person.

 

 

 

 

Nicks Cool Vampire Feat Image

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