Vampires being creature of the deepest connections of nature this is a major jumpstart for any young adventurers. Becoming a vampire is actually incredibly difficult task, first you must be chosen as a member of three since vampires can only be turned in threes. Being selected by a vampire is not a simple task either, for several reasons; Vampires constantly move because they no longer age and people find them suspicious over time. Also, the Vampire must approach you with the offer first, you must not seek them out or you will likely be held prisoner until your death to keep the secret. Vampires often have a bad reputation because the first three Vampire children chosen by the first Vampire were of infernal nature so they were immediately and commonly misconceived of being evil beings with wings and the capability of flying. The only truths to the myths was the Sunlight issue. Vampires will not die due to sunlight but they often die during the daytime in the sunlight due to their severe sunlight sensitivity. Although that was also misconstrued.
SEVERE SUNLIGHT SENSITIVITY: All skill checks and attack rolls made in sunlight receive -4 and are rolled with disadvantage. There is one such way to avoid this sensitivity but it is only known by a handful people close to the Drow community and it must be done during the “Changing Ritual”.
CHANGING RITUAL: Once three have been selected by a Vampire the said Vampire must obtain “The Scroll of Deep Being”. The Ritual is conducted by the Vampire while the three Chosen are asleep in the room with them. The CHANGING RITUAL lasts 2 hours if the Chosen Rolls a Wisdom Check (DC15) and succeeds they remember flashes of the ritual. This is due to the slow nature of the Sylvan language.
BLOODLUST: Once per week, you have to drink the blood of a creature size small or larger. (If you are a Teifling with this trait you must drink the blood of a creature medium or larger daily.)
MASTERS ORDERS: When summoned by the Vampire that turned you, you must answer the call.
DARKVISION: You now have 60 ft. Darkvision. If you already had Darkvision or Superior Darkvision you now double the distance of your Darkvision.
FEATS:
1 Level:
You are expert at slinking through shadows. You gain the following benefits:
- You can try to hide when you are lightly obscured from the creature from which you are hiding.
- When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
- Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight
2 Level:
Whenever another creature you can see uses a skill or tool, you can use your reaction to gain proficiency in that skill or tool. Proficiencies gained in this way last for 1 hour, and you can only mimic one proficiency at a time. Once you use this ability, you can’t do so again until you finish a short or long rest.
Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
3 Level:
You have resistance to cold damage and poison damage.
You have advantage on saving throws against being poisoned.
You have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast [spell]nondetection[spell] on yourself at will, without needing a material component. You can also cast each of the following spells once with this ability: [spell]blindness/deafness[spell], [spell]blur[spell], and [spell]disguise self[spell]. You regain the ability to cast these spells when you finish a long rest.
Intelligence is your spellcasting ability for these spells, and you cast them at their lowest possible levels.
FEY TELEPORTATION
You know [spell]Misty Step[spell], if you already knew [spell]Misty Step[spell] the range is now doubled for it.
Comments