Vampirism (Vampire Spawn Subclass) Image

You have now become a Vampire Fledgling.

Vampirism Traits

Vampirism is intended to be added on to any existing race.

Immortality

Your aging slows to a halt. You are unable to age any further than the exact age you were when you became a vampire.

Vampire Weaknesses

You have the following flaws:

Vampiric Nature: You are now considered both an undead and a humanoid. You retain all of your normal traits of your normal race.

Forbiddance: You can't enter a residence without an invitation from one of the occupants. A sign on the outside of a building saying something like "open for business" will also allow you to enter a building.

Harmed by Running Water: You take acid damage equal to twice your level if you end your turn in/on running water. This acid damage ignores resistance and immunity to acid damage that may be granted by your base race.

Stake to the Heart: If a piercing weapon made of wood is driven into your heart while you are incapacitated in a place of rest, you become incapacitated until the stake is removed.

Sunlight Hypersensitivity: You take radiant damage equal to twice your level when you start your turn in sunlight. While in sunlight, you have disadvantage on attack rolls and ability checks.

Vampiric Fangs

Your teeth have grown in length and sharpness. You may use your sharp teeth as a natural weapon and deal piercing damage equal to 1d4 plus your strength modifier as a bonus action.

 

Rule Tip: BITE DAMAGE DOESN'T STACK

When the game gives you more than one way to calculate bite damage you can use only one of them. You choose which one to use.

Bite With Intent

Once per day as an action you may bite with the intent to drain another creature of its life. The creature you are biting must either be willing, grappled, restrained, or incapacitated by you. If an unwilling creature bitten this way is able to successfully escape restraint, grappling, or incapacity the effect ends. An unwilling creature must make a wisdom saving throw, the DC for this saving throw equals 8 + your intelligence modifier + your proficiency bonus. A creature takes 2d6 necrotic damage per turn on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use this ability once you can’t use it again until you complete a long rest.

The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains 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 with all of the abilities this racial variant grants. (This only applies to Perfect Vampires or higher.)

Vampire Tier : Vampire Fledgling (spawn), Vampire (Imperfect), Vampire (Perfect), Vampire Lord

Blood Casting (Vampiric Spells) : In order to restore your Vampiric Magic, you must consume blood.


Blood Hungry: (Can be used once and recharges after consuming blood)

”Your eyes begin to glow red as you thirst for blood.” During your first turn in combat you have advantage on attack rolls against any creature that does not know that you are a vampire.

Shroud of Darkness:  (Can be used 3 times and recharges after consuming blood)

As a bonus action, you can become "invisible" until you make your next action.

Summon Vampire Lord: (Can be used once and recharged after consuming blood)

”I call upon thee, Master of Shadows… heed my call as I offer myself to you. Appear before me Dark Master and lend me some of your power.”  As an action, you can summon forth your Vampire load and ask for assistance (At the DM’s discretion.)

 

 

Vampirism (Vampire Spawn Subclass) Image

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