You have been transformed into an undead pet for Strahd von Zarovich. The blood that stagnates in your dead veins has been empowered with the blood of your enemy, and with it, comes the powers and setbacks of being vampiric. Though your circumstances may seem unfortunate, you may find that the powers that come with undeath outweigh the costs, so long as you obey the whims of your master.
You have gained the following abilities:
- Fanged Bite: (Natural Weapon)
- Spider Climb: (Walking Speed)
- Darkvision: (60ft)
- Movement Speed: (5 ft. Increase)
- Deathless Nature: (You don’t need to breathe or eat food. You do not age).
- You are now Undead
- You gain access to Sanguine Abilities* unique to your character once per long rest.
*These abilities can only be used when Blood Fed.
The following damage types have changed in effectiveness:
- Necrotic damage: Resistant
- Radiant damage: Vulnerable
Vampiric Flaws:
- Forbiddance: The vampire can't enter a residence without an invitation from one of the occupants.
- Reflectionless: You cannot see yourself in any mirror or by magical means. You have forgotten what you have looked like in life.
- Stake to the Heart: The vampire is paralyzed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place. The target continues to be paralyzed until the stake is removed.
- Harmed by Running Water: The vampire takes 10 acid damage* when it ends its turn in running water.
*This damage increases by 5 at level 3 and level 5, for a maximum of 20 acid damage. (Damage is not affected by resistances or vulnerabilities). - Sunlight Hypersensitivity: The vampire takes 10 radiant damage* when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
*This damage increases by 5 at level 3 and level 5, for a maximum of 20 radiant damage. (Damage is not affected by resistances or vulnerabilities). - Coffin Bound: The vampire must sleep in its coffin for 8 hours in order to get the full effects of a long rest. Any resting outside of a coffin* will count as a short rest only.
*This rule can be circumvented by the players researching more about how their regenerative process works.Vampiric regeneration from a coffin occurs from the surrounding dirt that the vampire was once buried in. If the vampire carries a satchel of soil from the dirt that it was buried in, then it can long rest at will.
Vampiric Hunger
- You have an insatiable hunger for blood that must be quenched at least once daily by feeding on the living.
- Regular food tastes abhorrent, and will be expelled shortly after eating. Only blood holds any nourishment for vampiric entities.
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- For every day that goes by without eating blood, the player suffers one level of exhaustion.
- Three days without feeding results in the player losing their grasp on reality, driven mad by hunger pangs. They take 20 psychic damage, which cannot be healed until they drink blood. (This damage doubles for every additional day). The Wisdom save is 20 to resist feeding off of the next living thing they see. On a failed roll, the player will be forced to try and feed off the creature until it dies from blood loss.
- If the player's HP reaches zero from hunger-inflicted psychic damage, they become paralyzed; locked in their broken mind. They are unable to move and are forced to endure maddening starvation pains until they are fed blood.
- If the player recovers from paralysis, they must roll on the long-term Madness Table
Previous Versions
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5/30/2024 1:30:23 PM
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11
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1.0
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Coming Soon
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7/3/2024 3:35:16 AM
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18
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1
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1.1
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Coming Soon
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