You, for any reason, became a vampire and now you gain the following features:
Bat Form. As an Action, you can transform yourself to a giant bat. When transforming, you can choose to drop all of your items and equipment or meld everything to your body and becoming inaccessible to you and any other creature. The duration of the transformation is unlimited, you can transform back to your original form as an action recovering your equipment and items if it were meld into you. When you transform, you must use the creature sheet of the giant bat and nothing more of your original sheet. You can't cast spells neither use any race or class feature while in your bat form, however, the effects of the others vampiric feats continue to work in this form.
Bloodlust. You have fanged canine teeth that you can use to make unarmed strikes. When you hit with it, the strike deals 1 piercing damage plus 1d6 plus your Constitution modifier necrotic damage, regaining the same amount of necrotic damage. In addition, you don't need to eat, drink, or breathe, but you still need to ingest at least half gallon (2 liters or 1/4 waterskin) of fresh blood per day. For each day without ingesting the minimum amount of blood, you gain 1 level of exhaustion.
Enhanced Reflexes. You gain advantage on Dexterity (acrobatics) checks. You also gain advantage on Wisdom (Perception) checks, but only if you aren't being affected by the Sunlight Aversion feature below.
Sunlight Aversion. While in bright light, you have disadvantage on any attack roll and any Wisdom (Perception) check if whatever you trying to perceive is in direct sunlight. In addition, while your skin are exposed to bright light coming from the sun, and not under a shadow or a cloth piece, you take 2d4 fire damage per turn (or 1d4 per 3 seconds).
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