You have transformed into a Vampire. The following changes now apply to you:
Ability Score Improvement. Increase your Strength, Dexterity, and Constitution to 18, if they aren't higher.
Vampiric Resistances. You gain resistance to necrotic damage, and you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Vampiric Vision. You gain darkvision out to a range of 120 feet.
Shapechanger. If you aren’t in sunlight or running water, 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.
Legendary Resistance. If you fail a saving throw, you can choose to succeed instead. You can use this feature three times, and you regain all expended uses when you finish a long rest.
Misty Escape. When you drop to 0 hit points outside your resting place, you transform into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that you aren’t in sunlight or running water. If you can’t transform, you are destroyed.
While you have 0 hit points in mist form, you can’t revert to your vampire form, and you must reach your resting place within 2 hours or be destroyed. Once in your resting place, you revert to your vampire form. You are then paralyzed until you regain at least 1 hit point. After spending 1 hour in your resting place with 0 hit points, you regain 1 hit point.
Regeneration. You regain 20 hit points at the start of your turn if you have at least 1 hit point and aren't in sunlight or running water. If you take radiant damage or damage from holy water, this trait doesn’t function at the start of your next turn.
Spider Climb. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. You have the following flaws:
Forbiddance. You can’t enter a residence without an invitation from one of the occupants.
Harmed by Running Water. You take 20 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 in your resting place, you are paralyzed until the stake is removed.
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.
Multiattack. You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.
Unarmed Strike. When you hit a creature with an unarmed strike, while in vampire form, you deal 1d8 bludgeoning damage. Alternatively, you can grapple the creature (escape DC 9 + your proficiency bonus + your Strength modifier).
Bite. When you take the attack action on your turn, while in bat or vampire form, you can replace one of your attacks with an attempt to bite a creature within 5 feet of you, that is willing, grappled by you, incapacitated, or restrained. Make a melee attack against the creature, using your Strength modifier for the attack and damage rolls, on a hit the target takes 1d6 piercing damage plus 3d6 necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The 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.
Charm. As an action, you can choose one humanoid you can see within 30 feet of you. If the target can see you, the target must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma 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 it 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 destroyed, you are on a different plane of existence than the target, or you take a bonus action to end the effect.
Children of the Night. You magically call 2d4 [Tooltip Not Found], rats, or ravens, provided that the sun isn’t up. While outdoors, you can call 3d6 [Tooltip Not Found] instead. The called creatures arrive in 1d4 rounds, acting as your allies and obeying your spoken commands. The beasts remain for 1 hour, until you die, or until you dismiss them as a bonus action. Once you use this feature, you can't use it again until you finish a long rest.
Previous Versions
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Coming Soon
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