Vampirism
Awakened to an endless night, vampires hunger for the life they have lost and sate that hunger by drinking the blood of the living. Vampires abhor sunlight, for its touch burns them. They never cast shadows or reflections, and any vampire wishing to move unnoticed among the living keeps to the darkness and far from reflective surfaces.
Vampire Features
You are filled with vampiric strength and speed, boosting your natural and biological livelihood as an undead. You gain the following benefits.
Increased Power. After your turning, your stats gain significant increases. You have +4 to STR, CON, DEX, and CHA scores. The Stat amount may increase to be more then 20.
Shapechanger. If you aren't in sunlight or running water, you can use your action to meta morph into a Tiny bat, 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 has 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, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.
Regeneration. You regain 10 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. This increases to 20 hit points at level 14.
Spider Climb. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Stalking Proficiency. You are now twice as proficient in stealth checks.
Enhanced Resistance. You are now immune to Necrotic damage and have resistance to Slashing, Bludgeoning, and Piecing Damage made from non-magical weapons.
Enhanced Sight. You gain Darkvision up to 120 feet. This includes magical darkness. You are also proficient in perception checks.
Enhanced Durability. Your unarmored AC is now 16 Plus your Dex modifier.
Vampire Abilities
As a vampire, you have access to the following actions.
Multiattack. You can make two attacks, only one of which can be a bite attack.
Claw Attack. You can make attacks against enemies with your vampiric claws. Melee Weapon Attack: reach 5 ft., one creature. Hit: (1d8 plus your strength modifier) slashing damage. Instead of dealing damage, you can grapple the target.
Bite Attack. You can make attacks against enemies with your fangs. Melee Weapon Attack: reach 5 ft., one willing creature, or a creature that is grappled by you, incapacitated, or restrained. Hit: (1d6 plus your strength modifier) 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.
Charm. You can target 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 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 the your control, it takes your requests or actions in the most favorable way it can, and it is a willing target for the your bite attack.
Each time the 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 dead, are on a different plane of existence than the target, or take a bonus action to end the effect.
Metamorph. You may use your action to polymorph into a creature you have access to due to your Shapechanger feature.
Children of the Night (1/Day). You magically calls 2d4 swarm of bats or swarm of rats, provided that the sun isn’t up. While outdoors, you can call 3d6 wolf instead. The called creatures arrive in 1d4 rounds, acting as allies of you and obeying your spoken commands. The beasts remain for 1 hour, until you die, or until you dismiss them as a bonus action.
Blood sense
The Pure Blood vampire can sense the blood of bleeding creatures in a 500 meter radius of itself allowing it to hunt them down.
Vampiric levitation
At all times you are capable of floating about 2-3 inches off the ground. anything Above this can only be sustained for 10 minutes. Equal to walking speed
Sleepless watchers
Because you are technically undead you don't require any sleep only a form of meditation where you are still alert and aware of your surroundings.
Charm Immunity
Immune to the charmed condition.
Vampiric Step
Misty step at will
Vampire Weaknesses
As a vampire, 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 when you end your turn in running water.
Stake to the Heart. You are destroyed if a piercing weapon made of wood is driven into your heart while you are incapacitated in your resting place.
Sunlight Hypersensitivity. You are vulnerable to radiant damage, disregarding any previous condition regarding the damage type. You take 20 radiant damage (this accounts for your vulnerability) when you start your turn in sunlight. While in sunlight, you have disadvantage on attack rolls and ability checks. You take max damage from radiant weapons and spells. Taking radiant damage and or holy water cuts regeneration in half.
Blood Frenzy. When around people, you must succeed in a DC 10 constitution saving throw or grapple, bite, and drain the nearest person for 3 rounds. If the person is injured and fresh blood is present the DC increases to 15. After 5 consecutive saves they have control
Vampire Traits
Dark Desires. Whether or not a vampire retains any memories from its former life, its emotional attachments wither as once-pure feelings become twisted by undeath. Love turns into hungry obsession, while friendship becomes bitter jealousy. In place of emotion, vampires pursue physical symbols of what they crave, so that a vampire seeking love might fixate on a young beauty. A child might become an object of fascination for a vampire obsessed with youth and potential. Others surround themselves with art, books, or sinister items such as torture devices or trophies from creatures they have killed.
Born from Death. Most of a vampire’s victims become vampire spawn — ravenous creatures with a vampire’s hunger for blood, but under the control of the vampire that created them. If a true vampire allows a spawn to draw blood from its own body, the spawn transforms into a true vampire no longer under its master’s control. Few vampires are willing to relinquish their control in this manner. Vampire spawn become free-willed when their creator dies.
Chained to the Grave. Every vampire remains bound to its coffin, crypt, or grave site, where it must rest by day. If a vampire didn’t receive a formal burial, it must lie beneath a foot of earth at the place of its transition to undeath. A vampire can move its place of burial by transporting its coffin or a significant amount of grave dirt to another location. Some vampires set up multiple resting places this way.
Undead Nature. Neither a vampire nor a vampire spawn requires air.
Cannot change unwilling participant and must be lvl 20 to turn others
A Vampire’s Lair
A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by Vampire Spawn or other loyal creatures of the night.
Regional Effects
The region surrounding a vampire’s lair is warped by the creature’s unnatural presence, creating any of the following effects:
There’s a noticeable increase in the populations of bats, rats, and wolves in the region.
Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.
Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.
A creeping fog clings to the ground within 500 feet of the vampire’s lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.
If the vampire is destroyed, these effects end after 2d6 days
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