Vampirism Image
Prerequisite: Turned into a Vampire Spawn
 

Your body has been twisted by undeath, granting you supernatural abilities but cursing you with dreadful weaknesses.

Benefits:

  • Undead Resilience - You have resistance to non-silvered and non-magical bludgeoning, piercing and slashing damage. You also have resistance to necrotic damage.
  • Condition Immunities - You cannot be Charmed by anyone other than your vampire master (see Drawbacks).
  • Unholy Regeneration - If you have fed recently (see Drawbacks), you can spend 1 Hit Die at the start of your turn to regain some HP (you can either roll or take the average). You cannot use this ability if you took Radiant damage or were submerged in running water since your last turn. You regain Hit Dice as normal from a Long Rest, but you cannot regain hit points from resting or healing spells (except for Vampiric Touch).
  • Darkvision - You can see in the dark up to 60ft. If you already had Darkvision, the distance you can see is increased by 60ft.
  • Natural Weapons - You sprout fangs and claws, which can be used to make special attacks in combat (see Actions).
  • Monstrous Nature - With your pale skin, red eyes, and aforementioned claws and fangs, you have advantage on Intimidation checks to interact with ordinary people.
  • Bat Signal - If you can use Wild Shape, you can turn into a bat even if you've never seen one before. If you know the Find Familiar spell, you can have a bat as a familiar. All bats are friendly to you, as if under the effect of the Animal Friendship spell.
  • Spider Climb - You gain a climbing speed equal to your walking speed. You can climb walls and even walk on ceilings without needing to make an ability check.
  • Almost Immortal - You do not age, cannot die of natural causes, have no need for sleep, and no need for ordinary food or drink. If you drop to zero hit points, you can be revived by being force-fed with blood so long as your body is not exposed to sunlight or running water.

Drawbacks:

  • Thrall - You were turned into a Vampire Spawn by a true vampire, and therefore you are their thrall. You have some independence but are effectively Charmed by your master while within 5 miles of them. While charmed by your master, there is a telepathic link between the two of you, they can cast Detect Thoughts on you at will, they know your general location, and you have disadvantage on any saving throws to resist the commands they give to you. On a failure, you must try to obey their command to the best of your ability. If you succeed on 3 consecutive saving throws to resist your master, your bond is severed and your free will is fully restored.
  • Vampiric Weaknesses - You have vulnerability to Radiant and Fire damage.
  • Blood Lust - You must consume the blood of a living creature in order to use your Unholy Regeneration benefit for the remainder of the day. You cannot regain hit points from healing spells or resting. If you do not feed by the end of the day, you suffer 1 level of exhaustion.
  • The Beast Within - If you do not consume blood for 3 consecutive days, you suffer a bout of long-term madness (DMG pg. 260).
  • Restless Nature - You can only restore levels of exhaustion by sleeping in a coffin. If the coffin is also filled with soil from your homeland, it fully restores your exhaustion, removes any curses, conditions or afflictions affecting you, and foregoes the need to feed on blood the next day (thus avoiding The Beast Within drawback).
  • Forbidden Entry - You cannot enter a private dwelling unless you are invited by someone who lives there (public spaces like taverns do not count), otherwise, make a DC 13 Wisdom saving throw at the end of every turn that you spend in the dwelling. On a failure, you take 3d12 Psychic damage, or half as much on a success. You can enter religious buildings but they make you feel profoundly uncomfortable.
  • Sunlight Sensitivity - If you start your turn in sunlight, make a DC 13 Constitution saving throw. On a failure, you take 3d6 Radiant damage, or half as much on a success. While in sunlight, you have disadvantage on attack rolls and ability checks. If you die while in sunlight, your body turns to ash.
  • Hydrophobic - If you end your turn in running water, make a DC 13 Constitution saving throw. On a failure, you take 3d12 Acid damage, or half as much on a success. If you die while submerged in running water, your body dissolves.
  • Theophobic - If someone brandishes Holy Water or a Holy Symbol at you, make a DC 15 Charisma saving throw. On a failure, you are Frightened of the person so long as they continue to hold that item. You can repeat the saving throw at the end of your turns, ending the effect on a success and becoming immune to it for 6 hours. You have disadvantage on the saving throw if the holy item is brandished by a Paladin or an ecclesiarch.
  • Garlic Aversion - You have disadvantage on Constitution saving throws while within 15ft of a plant from the Allium genus. If you ingest such a plant, you are poisoned for 24 hours.
  • Stake to the Heart - Your Unholy Regeneration benefit stops working if a wooden stake is driven through your heart. You have the Paralyzed condition until it is removed.
  • Silver Sensitivity - Remember that silvered weapons bypass your damage resistances. Touching anything made of silver irritates your skin, and prolonged exposure (such as wearing silver jewellery) causes burns.
  • Monstrous Nature - You have disadvantage on Persuasion checks to interact with ordinary people. Your skin is cold to the touch, you do not cast a shadow or have a reflection in shiny surfaces, and Beasts have advantage on Perception checks to sense your unnatural presence.
  • Superstitious - If you encounter at least 50 small objects scattered before you (such as rice or grain), you must make a DC 10 Intelligence saving throw or be compelled to count them before you can take another action.
  • Minion - You will never be able to ascend to become a true vampire unless your master chooses to let you drink their blood. True vampires have much greater powers - which they are unlikely to share and create a rival. There are, however, ways you might escape from their clutches - by curing yourself somehow, by fleeing beyond the borders of their domain, by defying them enough to regain your free will, or by outliving them!

Actions:

  • Bite - As an Action, you can attempt to bite a living creature with your fangs. Make an Unarmed Strike with proficiency. On a hit, the attack deals 2d4 piercing damage and the creature must make a Constitution saving throw (DC = your Spell Save DC). On a failure, the creature's hit point maximum is reduced by the amount of damage dealt, you restore half as many hit points, and this satisfies your need to feed on blood for the day. The creature automatically succeeds the saving throw if it is Undead or a Construct.
  • Claws - As an Action, you can attack a target with your claws. Make an Unarmed Strike with proficiency which uses your Dexterity Modifier instead of your Strength Modifier. On a hit, the target takes 1d6 Slashing damage.
  • Vampiric Touch - You know the Vampiric Touch spell with a number of uses equal to your Charisma modifier. You regain uses after a Long Rest.
Vampirism Image

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