The blood of a vampire courses in your veins, and yet you live. You gain the following benefits:
- Increase your ability scores by 1, to a maximum of 20.
- You gain darkvision out to a range of 60 feet.
- You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
- You can use one of your attacks to attempt to bite a creature within 5 feet that is either willing or otherwise grappled, incapacitated, or restrained. To do so, make an unarmed attack roll. If you hit, the target takes piercing damage equal to 1d6 + your Strength modifier (minimum 0) and 1d6 necrotic damage. The target's maximum hit points are reduced by an amount equal to the necrotic damage until it finishes a long rest, and you regain hit points equal to that amount. If you can't regain hit points, instead you gain a Blood Point.
- At the start of your turn, you can expend a Blood Point to regain hit points equal to your level. If you take radiant damage, you can't use this trait at the start of your next turn.
- You don't regain hit points or Hit Dice from long rests, though you can still recover hit points by expending Hit Dice during short rests. Instead, during a short or long rest you can expend any number of Blood Points to regain hit points as above, and during a long rest you can expend any number of Blood Points to regain that many Hit Dice.
- You lose a Blood Point at the end of each day. If you have no Blood Points, instead you take a level of exhaustion that cannot be reduced except by gaining a Blood Point, where each Blood Point you gain is immediately expended to reduce your exhaustion level by 1.
- If you die and are buried in the ground, you will rise the following night as a vampire spawn under the control of the vampire from which the blood originates.
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