Vampirism Image

You have been inflicted with the curse of vampirism, either by transmission or birth, which grants you supernatural abilities. You gain the following abilities:

  • You gain resistance to necrotic damage and bludgeoning, piercing, and slashing damage from nonmagical attacks.
  • You gain darkvision up to 60 ft., and you don't need to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.
  • If you die and are not revived within 1 minute of dying, your physical form disapparates into a cloud of mist, provided you aren't in direct sunlight or running water. If you can't transform into mist, you are permanently killed. While in your mist form with 0 hit points, you drift back toward your resting place (or to your progenitor if you were turned while alive or born with vampirism). Once there, you revert to your vampire form and are paralyzed until you regain at least 1 hit point. After spending 1 week in your resting place or in the presence of your progenitor, you regain 1 hit point, and you take a −4 penalty to all attack rolls, saving throws, and ability checks. Every time you finish a long rest, the penalty is reduced by 1 until it disappears.
  • You can use your action to polymorph into a Tiny bat or a Medium cloud of mist, 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 revert to your true form if you die. While in mist form, you can’t take any actions, speak, or manipulate objects. You are weightless, have a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, you can do so without squeezing, and you can’t pass through water. You have advantage on Strength, Dexterity, and Constitution saving throws, and you are immune to all nonmagical damage, except the damage you take from sunlight.
  • You can use one of your attack actions to make a bite attack against a willing creature or a creature that is grappled by you, incapacitated, or restrained. It has a bonus to hit equal to your Strength modifier + your proficiency bonus, deals 1d6 + your Strength modifier piercing damage plus 1d6 necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and you gain temporary hit points equal to that amount. The hit point maximum reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under your control. Constructs and undead are immune to the necrotic damage dealt by this attack.
  • You can use your action to target one humanoid you can see within 30 feet of you. If the target can see you, it must succeed on a Wisdom saving throw (DC 8 + your Charisma modifier + your proficiency modifier) against this magic or be charmed by you. The charmed target regards you as a trusted friend to be heeded and protected. Although the target isn't under your control, it takes your requests or actions in the most favorable way it can, and is a willing target for your bite attack. Each time you or your companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until you are incapacitated, go to a different plane of existence than the target, or you take a bonus action to end the effect. Once you use this feature, you must finish a long rest before you can do so again.

You also gain the following weaknesses, befitting your status as a vampire:

  • You are considered undead for the purposes of abilities.
  • Once every week, you need to consume approximately 1 gallon of blood (in total), taking a point of exhaustion upon failure to do so. No amount of rest can cure this exhaustion, and each day you go without consuming an adequate amount of blood after that results in another point of exhaustion. If you die due to this exhaustion, you lose your mind and become a vacant, murderous monster and go on a rampage, draining any creature you encounter of its blood until you are slain.
  • You are vulnerable to radiant damage.
  • While in sunlight, you have disadvantage on attack rolls and ability checks.
  • You cannot enter a residence without an invitation from one of the occupants.
  • You take 1d10 acid damage if you end your turn in running water.
  • If a piercing weapon made of wood is driven into your heart while you are incapacitated, you are paralyzed until the stake is removed.
Vampirism Image

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