The power of vampirism flows through your body. You gain the following benefits and weaknesses:
Benefits:
Bite. Melee Weapon Attack: reach 5 ft., one willing creature, or a creature that is grappled by you, incapacitated, or restrained. Hit: 1d6 + DEX mod piercing damage plus 2d6 necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Spider Climb. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. You also gain a climbing speed equal to half your walking speed.
Regeneration. You regain 1d6 hit points at the start of your turn if you have at least 1 hit point, less than half your maximum hit points, and aren't in direct sunlight or running water. If you take radiant damage or damage from holy water, this trait doesn't function at the start of your next turn.
Weaknesses:
Forbiddance. You can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. You take 1d12 acid damage when you end your turn in running water.
Sunlight Hypersensitivity. While in direct sunlight, you have disadvantage on attack rolls and ability checks.
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