You have been marked by the touch of the undead, forever changed by the encounter with a vampire. Whether by fate or design, you've embraced the dark gift, gaining unique abilities associated with your newfound vampiric nature.
You are now under the Disease and Cursed conditions.
The healing of this disease/curse is obtainable through the use of a relevant 5th level spell or equivalent action.
Bloodlust
You now lust for the blood of the living, and require it's energies to sustain your undead form
- You must feed on the blood of a living being once per long rest. Failure to do so will result in two levels of exhaustion at the conclusion of each long rest. You do not recover from exhaustion while bloodless.
- While bloodless, any perception of blood has a chance of throwing you into a blood frenzy. Your DM may ask for your choice of a Constitution or Wisdom saving throw to resist, DC 12.
- While "Blood Frenzy" is active you gain all the features of an Enraged Level 1 Barbarian, and are "Confused".
d10 Behavior 1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn. 2-6 The creature doesn't move or take actions this turn. 7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. 9-10 The creature can act and move normally.
While living with this condition you gain the following:
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Darkvision: Your time spent in the shadows has sharpened your vision. You gain darkvision with a range of 60 feet.
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Vampiric Resilience: The vampiric curse has enhanced your physical resilience. You gain advantage on saving throws against diseases and resistance to necrotic damage.
- Sunlight Sensitivity: You are now vulnerable to radiant damage, and have disadvantage on saving throws to avoid the blinded condition.
- Bane of the Bloodless:
- Garlic, and silver, and crucifixes inflict 1d6 damage per round while in direct contact with your character's skin.
- You take 1d6 damage per round while standing above bodies of running water.
- You do not cast a reflection in mirrored surfaces.
- You may not cross the threshold of a domicile without permission from a living being who stands within.
On Death
Upon reaching 0 HP and failing death saving throws, your character does not die.
Upon death, roll 1d4. Your character will rise after that many hours.
If the Greater Vampire that spawned you is still alive, you are now a "Marked Spawn".
- You automatically fail all saving throws against senior members of your coven.
- You may not willingly bring harm to your Coven Mother or Coven Father.
- Bloodlust Saving Throws are made at Disadvantage.
- The slaying of the vampire that spawned you releases you from this Mark.
Features of Undeath
Whether or not you are under the influence of a coven, your undeath grants you new levels of strength.
- Vampiric Bite: You gain the ability to make a Vampiric Bite attack. This is a melee weapon attack using your Strength or Dexterity modifier for the attack and damage rolls. On a hit, the target takes piercing damage equal to 1d6 + your Strength or Dexterity modifier, and you regain hit points equal to the damage dealt.
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Charm Immunity: Your mind has developed a resistance to charm effects. You are immune to being charmed.
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Mist Form (Once per Long Rest): As a reaction to taking damage, you can transform into a cloud of mist, becoming immune to all non-magical damage until the start of your next turn. You can't take any actions, speak, or manipulate objects in mist form. If you end your turn in an object or a space too small to occupy, you take force damage and revert to your normal form.
- Ability Score Changes (Per the PHB): The game statistics of a player character transformed into a vampire spawn and then a vampire don’t change, except that the character’s Strength, Dexterity, and Constitution scores become 18 if they aren’t higher. In addition, the character gains the vampire’s damage resistances, darkvision, traits, and actions. Attack and damage rolls for the vampire’s attacks are based on Strength or Dexterity. The save DC for Charm is 8 + the vampire’s proficiency bonus + the vampire’s Charisma modifier. The character’s alignment becomes lawful evil, and the DM might take control of the character until the vampirism is reversed with a wish spell or the character is killed and brought back to life.
New Actions Include: Charm, Children of The Night (1d4), Misty Escape, Regeneration (1d4), and Spider Climb.
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