Whether it was passed down genetically, you were bitten in the midst of night, or you even let yourself be bit willingly, you are a vampire. You gain the following benefits, detriments, and actions.
- You gain immunity to disease and poison damage.
- You cease aging, you can't die of old age, and are immune to being aged magically.
- You lose any resistance to and gain vulnerability to radiant damage.
- For every minute you're in direct sunlight, you take 5 radiant damage.
- While you're in direct sunlight, you have disadvantage on all ability checks and on Constitution saving throws.
- Your canines elongate, allowing you to use them to attack. They are considered a natural melee weapon with which you are proficient, and they deal 1d6 + your Strength modifier piercing damage.
- Once per long rest, you can attempt to turn a humanoid within melee range into a vampire. That creature takes 2d6 plus your strength modifier of necrotic damage, as well as makes a DC 15 Constitution saving throw. On a failure, after 1d6 + 1 days, that creature turns into a vampire and gains the Vampirism feat. This turning can be avoided by being affected by a remove curse or greater restoration spell within those days.
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