Increase your constitution, dexterity, or charisma by 2, to a maximum of 20
You have been infected with vampirism, you gain the following traits;
Claws and fangs.Your nails can grow and your teeth sharpen, you can use them as weapons. Your claws uses your strength and deal 1 D4 slashing damage on a hit , your bite uses your constitution and deals 1 D4 necrotic damage on a hit.
When you attack with your bite and hit a creature that isn’t a Construct or an Undead, You regain hit points equal to the necrotic damage dealt by the bite.The damage of your bite increases in die size when you reach 5th level (1d6), 11th level (1d8), and 17th level (1d10).
While you are missing half or more of your hit points, you have advantage on attack rolls you make with your bite.
Charm. something about your nature is quite charming, you have advantage on (persuasion) checks.
Regeneration. You regain 1 D4 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 the you takes radiant damage or damage from holy water, this trait doesn't function at the start of your next turn.
This healing increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Spider Climb. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Undead Nature. You are now undead, you no longer require air. you gain resistance to non-magical weapons and necrotic damage.
Darkvision. you gain darkvision, if you don't already have it. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Shapechanger. If you aren’t in sunlight or running water, you can use an action to polymorph into a bat or a vampiric mist, a number of times equal to your proficiency bonus as a bonus action, this transformation lasts 1 hours, you can revert to your true form at any time as a bonus action.(use wildshape rules but you take damage to your hit points)
Curse
thirst: you crave blood, and while you can quench your hunger and gain sustenance from food, your craving for blood will always grow stronger the longer you go without. you will need to consume roughly a pint of blood a day, if you don't your hunger will grow and eventually overcome you. every day at dusk you must make a wisdom saving throw (DC 15 + days since you last fed). When you fail your blood lust overtakes you and you must act feral and evil, or your GM may choose to take control of your character, until you drink blood and regain your senses or get knocked unconscious. you will fall unconscious if your blood lust lasts 8 hours and if your blood lust ends without you feeding you take a point of exhaustion. you will need to consume a number of pints of blood equal to the number of days since you last fed to end your blood lust.
Forbiddance: Vampires can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water: Vampires takes 2 D10 acid damage when it ends its turn in running water.
Stake to the Heart: Vampires are destroyed and turn to ash if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
Sunlight Hypersensitivity: Vampires take 2 D10 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Chained to the Grave: Every vampire remains bound to its coffin, crypt, or grave site, you must lie in your coffin or beneath earth from the place of your transition to undeath, (amount of dirt determined by the GM) if you don't, you can not receive a long rest.
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