Vampiric Traits:
Vampiric Memory:
As a vampire, you've have lived for a long, long time, due to this you've learned a lot, and you get a +2 for both wisdom and intelligence.
Vampiric Training:
Being a vampire in itself gives you incredible speed and strength, you gain a +4 in your choice of dexterity or strength and a +3 in whichever you didn't choose.
Vampire's Immortality:
As a vampire, you are immortal, never aging, and you know that all of your mortal friends will die eventually, it is only a blink in the timeline of your life; you get a -5 to charisma.
Vampiric Blood:
You are immune to all diseases, curses, blessings and conditions, including one's that may benifit you.
Bite With Intent:
You may make a bite attack on a sleeping or willing victim with the intent of transforming them, they will die for 1d4 years, to be reborn with this feat themselves.
(Other buffs):
Darkvision, Advantage on non-charisma-based checks during nighttime or in complete darkness
Vampiric Debuffs:
Garlic:
Consuming any garlic will give you a disadvantage against all checks and rolls, and your movement is halved for 3d6 hours after the consumption.
Steak To The Heart:
If any entity were to do any piercing damage to you with a weapon made of wood while incapacitated or asleep, you stay in that state until 2d12 hours after the weapon is removed.
Forced Hunger:
Every so often you must feed, to feed you must drink the blood of a living entity straight from the vein, you don't have to feed again for 3d8 days. If you fail to feed when the time comes you will lose all morals, become chaotic evil, and attack any living entity, including party members. This effect ends when you feed again.
Sunlight Sensitivity:
You take 1d4+4 at the start of each of your turns that you start in sunlight. While traveling you lose 6d4+10 each day that you travel in sunlight.
Vampiric Health:
You count as both undead and living, when you gain life outside of a rest, you gain half that much life instead, however, when you take a long or short rest you gain all of your life points as soon as you awaken.
(Other debuffs):
You have a weakness to fire, lightning, and radiant damage.
Nuetral Effects:
You may not enter a residence unless invited in by an occupant, however signs outside of building that say things such as "Open" or "Please Come In" will allow you to enter unbothered.
Moving withing 10 ft of a crusifix will half your speed until you move outside of the range of the crucifix.
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