You have been infected with the Sanguine cures and it has taken hold. Your body has undertaken several changes, some of them good and some of them bad depending on who you ask and who you associate with. You obtain the following effects.
Polymorph
Three times per long you can polymorph into your bat form. In this form you can not hold weapons or do anything a bat can't. you may still cast spells. This affect lasts 10 minutes.
Darkvision
Accustomed as a creature of the night, you have superior vision in dark and dim conditions. 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 can't discern color in darkness, only shades of gray. If you already had Darkvision it enhances your existing eyesight extending it 60 ft.
Regeneration
Due to your Vampiric nature, you have an unnatural ability to heal wounds and injuries quickly. On your turn, you regenerate 10 hit points. Your regenerative abilities enhance as you hone your vampiric traits causing you to regain 20 hit points starting at level 14
Bump in the Night
You have proficiency in the Stealth skill, If you are already proficient you gain Expertise in it.
Spider Climb
You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses
Forbiddance. You can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. You take 1d8 + (your level) acid when your turn ends in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into your heart while resting, you are paralyzed until the stake is removed.
Sunlight Hypersensitivity. You take 1d8 + (your level) radiant damage when you start your turn in sunlight and are not concealed by a shroud or cloak. While in sunlight, you have disadvantage on attack rolls and ability checks and your regeneration stops for the remainder of the round
Unarmed Strike
Using your elongated nails gained after your transformation as a vampire, you may make unarmed strikes with them. You deal 1d6 + your Dexterity modifier + your proficiency bonus slashing damage. Instead of dealing damage, you can grapple the target. The DC for this saving throw if you elect to grapple the target is 8 + your Strength modifier + your proficiency bonus.
Bite
You may bite one willing creature or a creature that is grappled by you, incapacitated, or restrained. If you bite the creature, they take 2d6 necrotic damage in addition to the normal piercing damage. 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 last until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Immortality from Death
Due to your curse (or gift), you are immortal. You do not age and cannot succumb to death from old age. You can still be killed by normal circumstances. However, to maintain your immortality you must fulfill one distinct requirement.
In your immortality you have gained an unyielding thirst. At least once a week you must consume the blood of a living creature. After 7 days of not consuming a living creatures blood, you gain 1 level of exhaustion. Everyday you do not consume a living creatures blood after the seventh, you will gain another level of exhaustion until you eventually perish.
Previous Versions
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10/18/2023 3:17:24 AM
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