You have been struck by a vampire and sapped from your health. Now you have a series of major penalties coming your way.
Stage One (days 1-4): You have been attacked and bitten by an Infinity Vampire. You do not feel the sickness set in immediately. In days 1-4 you notice the color fall from your cheeks, if you are furred or scaled, the saturation of your colors goes down noticeably as well.
You now have the Sunlight Sensitivity Feature. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. After 4 hours of being exposed to direct sunlight your ability scores are decreased by 1 point each. After an additional 4 hours, this effect doubles.
Vampirism at this point can be cured by lesser restoration or greater.
Stage Two (Days 5-14): The Sunlight Sensitivity Persists. On day 5, you have a -1 bonus on attack rolls while in the sun. Day 6 it is -2 and so on until the end of day 14. Greater restoration of higher is required to cure this stage. You are thirsty for blood and are acutely aware of humans and animals fresh for feeding.
You are now also contagious. Behind every melee attack or touch spell is the threat of your target contracting vampirism. See infect action.
You are now vulnerable to radiant damage and resistant to necrotic.
Stage 3 (Days 15-20): The sunlight bears down on you painfully. Every minute (10 turns) you spend out in the sun you are burned by radiant damage (1d8).
Death and True Resurrection may reverse this. Roll a 1d20, if below 10 the vampire is lost forever to their mind and comes back a true vampire, if 10 or above the person comes back a mortal.
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