A creature of the night who's anomalous birth heralded bad omens of destruction in the spiritual world. The foundations of the Ether shook and alerted the deities of the Physical Plane who soon found out and cursed this creature now known only in legend as... "The First Vampire". Father of all blood-spawn.
[Offense] - Inevitable Doom:
The consumption and transfusion of "The First Vampire's" superior blood with yours bolsters your body, gaining ancient power as old as time. {1} Whenever you have advantage on an attack roll using your Strength modifier, you can reroll one of the dice once, and you can choose for your critical hit threshold to increase by 1 for every melee attack you make -- Resetting the count on a successful critical hit. In the event you’re under the effects of disadvantage or advantage, you instead roll with advantage. Your brutal critical hit dice is tripled (Becoming 15 rather than 5) in number. {2} Your newfound power also demoralizes the foes around you. You gain the following ability: Aura of Destruction - In a 30ft radius around you, each creature of your choice within range must make a Charisma Saving Throw (DC = 8 + your Proficiency Bonus + Strength Modifier.) If it fails, it gains a deduction to their saving throws, attack rolls, and AC equal to your strength modifier. In addition, you gain an equal bonus to all your saving throws and AC. This effect lasts one turn before reapplying and can be removed by leaving the radius or succeeding the save.
[Defense] - Immortal Lineage:
Your own vampiric lineage's traits mutate, awakening mythical traits within you. {1} You’re always under the benefits of your Vampiric Form (Rage) and regain 20 hit points at the start of every turn if you don’t take radiant damage, or are soaked in holy water. Any effects that would instantly kill you are negated by this regeneration. {2} Critical attacks and their subsequent effects against you miss, and you gain expertise on all saving throws. When you are subjected to an effect that allows you to make a saving throw to take only half damage, you instead take no damage upon succeeding, and only half upon failing. Similarly, when making a saving throw to avoid an effect, succeeding the save nullifies any effects that would have applied.
[Utility] - Exceptional DNA:
In your hands, any weapon becomes a polearm. {1} You’re able to take advantage of your Polearm Master features with any martial weapon that can be two-handed. Dormant genes stemming from your previous master activate and take shape in your new body. You gain True Sight, a swimming, flying, climbing, and burrowing speed equal to your walking speed; As you're able to sprout wings, claws, and fins at will. Additionally, your newfound hunger for blood knows no bounds.{2} You gain Necrotic Absorption, the {Dhampir} Vampiric Bite ability that can enthrall its victims (DC = 8 + Proficiency Modifier + Constitution Modifier) and you are immune to environmental damage and effects, such as the deep sea, outer space, or high altitudes. Even when buried under heavy materials or other immeasurable weights, you are not killed, and have an easier time moving regardless of the weight on you. You are immune to falling damage. Gasses and other vapors have no effect on you, and you can see through all forms of obscurement.
[Drawbacks] - Accursed Creation:
Your existence was a mistake, and you're unwelcome everywhere. Life, death, magic, and everything in-between rejects you and refuses to acknowledge your presence. Gaining the following flaws:
{1} - Become What You Hate: Your creature type changes from Humanoid to Undead.
{2} - Anti-Celestial: You gain Radiant vulnerability that cannot be removed, negated, or reduced in any way.
{3} - Avatar of Fear: Your Strength Modifier is added to your Intimidation ability checks. The new, combined modifier is deducted from any other Charisma ability rolls you make.
{4} - Shock and Awe: When using your Vampiric Form (Rage) in front of any NPCs, you lose rapport and gain hostility due to your vile form. (DM discretion)
{5} - Malicious Intentions: Any items that detect alignment or rely on it consider you to be Lawful Evil. Any spells that reveal alignment always reveal you as Lawful Evil. (Regardless of real alignment)
{6} - Trail of Corruption: Any items you attune to or equip for a long period of time are considered “desecrated”. A paladin that uses this ability detects you as Undead and will always know your location within the radius.
{7} - Living Paradox: Beasts, plants, and other sentient non-intelligent life is both wary and hostile to your presence as the antithesis to life.
{8} - Forever Hungry: Not consuming a Humanoid's blood atleast once a week causes you to gain a point of exhaustion. After gaining the first point of exhaustion and onward, you have to roll a Wisdom save once a day to resist the compulsion to seek it out in a harmful and forced manner. DC = 10 + 1 for every single day that passes. (For up to 42 days)
{9} - Marked for Death: An aroma of blood follows you wherever you go. Wisdom (Perception) checks based on scent have advantage to find you.
{10} - Dead Man Walking: Multiple stacks of advantage against this target instead adds a +5 to attack rolls rather than being lost.
[11] - Frightening Appearance: Your true appearance has greatly altered from its original features. You have no reflection in mirrors or other mirrored surfaces. You can hide your true form by concentrating on your pre-vampirism appearance. However, the following situations can reveal your true appearance:
- Concentrating on a spell..
- Gaining the unconscious condition.
- Entering hallowed ground.
- Taking damage from being exposed to holy water or over 50 radiant damage in a single turn.
- Choosing to reveal your true self.
- In events of extreme emotion or physical stress, a DM may call for a Constitution saving throw with a DC of their choosing to see if you maintain your humanoid form.
[12] - Calm Rage: Your transformations no longer need you to be in danger to activate, and thus you no longer benefit from your “Blood Frenzy” (Divine Fury) subclass feature.
[13] - Against All Odds: Any amount of healing you take is negated. You cannot be healed by potions, abilities, or spells. Anything short of wish is nulled.
[14] - True Recklessness: Every use of your “Reckless Attack” class feature lowers your AC by 1 during combat. This continues to stack until you reach 0AC, wherein all attacks against you automatically hit.
[15] - Shedded Past: You are no longer who you once were, and cannot benefit from your 11th level Class Feature: Relentless Rage any more.
[16] - Hater of Knowledge: All intelligence ability checks are permanently rolled with disadvantage.
[17] - Life too long-lived: You do not benefit from the “Knowledge of a Past Life” feature as you’ve forgotten your past life. There is only now and forever.
[18] - Annoyingly Resilient DNA: Magical items of all sorts cannot raise or set your ability scores as your body’s natural abilities stops it from affecting it.
[19] - Unconditional Love: When Arminius’ wife (Rue Vladimirovich) takes any damage after reaching half her health, he takes an equal amount of damage in Psychic. This damage cannot reduced or negated.
[20] - Stake to Heart: Whenever you’re attacked by a creature with a wooden or silvered weapon, if they score a natural 20 to hit, and you have 50 HP or less, they manage to lodge their weapon into your heart and you become paralyzed for 1 hour or until the weapon is removed, whichever is greater. When this happens, the attack is NOT considered a critical hit, and thus won’t miss.
Total abilities: 6 (Maximum 6)
Total flaws: 20 (Minimum = Total abilities * 2)
Ratio: [6:20]
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Posted Jun 27, 2026so strahd?