Prerequisites
Ability Scores: Dexterity 13.
Transformation Save DC: 8 + your proficiency bonus + your Dexterity modifier.
Transformation Boon: Blood Fury
You have become possessed by the thirst that grips all Vampires. In combat, this thirst drives you into an insatiable frenzy of bloodshed. Whenever you deal piercing, slashing or necrotic damage with a weapon or spell (level 1 or higher) to a target that can bleed, and is not undead or a construct, you gain one Fury Point. You may only have a maximum of 4 Fury Points at any time. Upon completing a short or long rest, the number of Fury Points you have is reset to 0. These points are used by certain abilities that you can learn through your transformation levels.
Blood Fury Abilities
Fanged Bite (1FP). On your turn, immediately after you take the attack action, you can use your bonus action to make a special unarmed bite attack. You can use your Dexterity modifier instead of strength to hit with this attack. This attack deals piercing damage equal to 1d4 + your Constitution modifier. The target must then succeed at a Constitution saving throw or take 2d6 necrotic damage. You regain hit point equal to the necrotic damage dealt this way. This attack generates 1 Fury Point as normal. If this attack reduces a humanoid creature of size Medium or smaller to 0 hit points, you gain 3 Fury Points instead.
Calculated Strike (1FP). When you hit with a melee weapon attack, you may use this ability before damage is dealt. If you do so, you may add 1d6 of the same damage as your weapon to the damage result. If this ability is used, no Fury Points are generated for this attack.
Vampiric Mist (2FP). As a bonus action, you can disappear in a puff of shadowy mist and teleport up to 30 feet to an unoccupied space you can see.
Unearthly Reflexes (1FP). After you have rolled a Dexterity saving throw, but before the GM has determined the result, you can use your reaction and take half damage on a failed save, and no damage on a successful one.
Deathly Horror (3FP). As a bonus action, you can emit a ghastly distortion of your true form. A creature of your choice within 30 feet of you must succeed on a Wisdom saving throw or become Frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to this ability for 24 hours.
Transformation Boon: Undead Form
Your Dexterity score increases by 2 and your Charisma score increases by 1. An ability score cannot be increased beyond 20 this way. In addition, your creature type changes to undead. You are immune to effects that turn undead. If a spell or ability other than your own would cause you to gain Hit Points, you gain that many temporary Hit Points instead. If you are reduced to 0 hit points and fall unconscious as a result, any healing you receive will stabilize you and leave you on 1 hit point and still unconscious for one minute. Furthermore, you cannot die from old age and you do not require air, food or drink.
Transformation Flaw: The Sanguine Curse
The sanguine curse has taken a hold on you. As a result you gain the following features:
- You cannot enter a residence you do not own without an invitation from one of the occupants. If you enter a residence involuntarily such as by being dragged into one, you take 1d10 psychic damage at the start of your turn while you are inside it.
- You gain Darkvision (60 ft.) if you do not already have it.
- While in sunlight, you have disadvantage on attack rolls and ability checks.
- You must feed every 7 days.
Feeding
Trascended beyond mortal needs, vampires do not need to eat. However, the gripping nature of their curse requires them to feed on fresh blood of humanoids. A task they undertake with delight.
On your turn, as an action, you can make an unarmed bite attack against an unconscious, restrained or charmed (by you) humanoid without expending Fury Points. If you do so, the target is drained 1 pint of blood and bears a bite mark in the location you bit them. This attack does not wake sleeping creatures or end the effect of spells and abilities. A creature bitten this way gains a level of exhaustion, which can be removed with a long rest or the use of a greater restoration spell.
A vampire that does not feed within the required time goes into an unconscious frenzy, under the GM's control. The next time they sleep or enter a trance they attack all nearby living creatures and attempt to feed on them. A vampire remains in this state until falling unconscious or they have drained a creature completely (thus killing it).
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