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When you fall prey to a vampire, or when a vampire gets you... you die. That isn't to say you die and come back as a vampire spawn but you die. A vampire, spawn or not, isn't a living creature. It's undeath and evil manifest. A creature of inversed good and paradox, a thing of white and black mixed in unholy conjunction. It is dead, yet seeks life. It kills, but occasionally plants the seed for more of its kind to be... not born but formed. When a vampire comes into being they don't behave like the people they were in life. They are inverted, the chaste becoming temptresses, the kind becoming cruel, the once holy now finding glory in perversion. All their once positive qualities are specifically inverted to form a more personalized evil.

While the blood of the vampire hungers in your veins you gain a maximum days you can go without feeding before you hunger. This number of days is equal to your Constitution modifier + Intelligence modifier + Wisdom Modifier + Proficiency bonus. When this time runs out you become starved, and gain certain abilities while suffering more drastic downsides than normal. 

Ability Score Increases. As the blood courses through your viens and the unnatural state of your new existence emboldens you, you gain +1 to Strength, Dexterity, and Constition. 

Silver Vulnerability. Those with the gift find the sting of a silvered weapon quite painful . You are vulnerable from Silvered Weapons and take double damage from silvered weapon sources. 

(Fed) Darkvision. You can see in non-magical darkness out to 60ft., you cannot discern colors and can only see in shades of red and grey.

(Fed) Tracking. You can detect opponents within 15 feet by sense of smell. If the opponent is upwind, the range increases to 40 feet; if downwind, it drops to 5 feet. Strong scents can be detected at twice the ranges noted above. Overpowering scents can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range.

(Fed) Natural Weapons. As a vampire your bite and claws are quite painful. Your bite becomes a 1d8 Necrotic that heals you as Temporary HP equal to the damage. Your claws do 1d6 Slashing damage. If you hit with a claw attack you can instead succeed on a DC15 Dexterity or Strength check and instead grapple the opponent with a bite attack. 

(Fed) Regenration. At the end of each of your turns you gain 1d10 back as HP. This does not work if you end your turn with the any of the one following conditions. Radiant, Holy damage, end your turn in running water, have a stake driven through your heart. 

(Starving) Tracking. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 80 feet; if downwind, it drops to 10 feet. Strong scents can be detected at twice the ranges noted above. Overpowering scents can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. 

(Starving) Darkvision. You can see in non-magical darkness out to 60ft., you cannot discern colors and can only see in shades of red and grey. All living creatures beat red with  their pulses while in sight, including invisible creatures or creatures hidden by stealth. 

(Starving) Natural Weapons. As the hunger depends your bite and claws become stronger. Your bite becomes a 1d12 Necrotic that heals you as Temporary HP equal to the damage. Your claws do 1d10 Necrotic damage. If you hit with a claw attack you can instead succeed on a DC13 Dexterity or Strength check and instead grapple the opponent with a bite attack. 

(Starving) Regenration. At the end of each of your turns you gain 1d12 back as HP. This does not work if you end your turn with the any of the one following conditions. Radiant, Holy damage, end your turn in running water, have a stake driven through your heart. 

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