Vampire, Stage 1 Image
Prerequisite: Requires a Dexterity or Charisma Score of 13 or higher
 

Boons:
Blood Fury. You have become possessed by the thirst that grips all Vampires. In combat, this thirst drives you into an insatiable frenzy of bloodshed. Whenever you deal combat damage with an unarmed strike or a melee/ranged weapon to a target that can bleed, and is not undead or a construct, you gain one Fury Point. You may only have a maximum of 4 Fury Points at any time. Upon completing a short or long rest, the number of Fury Points you have is reset to 0. These points are used by certain abilities that you can learn through your transformation levels.
Blood Fury Abilities. 
• Fanged Bite (1FP). On your turn, immediately after you take the attack action, you can use your bonus action to make a special unarmed bite attack. You can use your Dexterity modifier instead of strength to hit with this attack. This attack deals piercing damage equal to 1d4 + your Strength or Dexterity modifier. The target must then succeed at ta Constitution saving throw or take 2d6 necrotic damage. You regain hit points equal to the necrotic damage dealt this way. This attack generated 1FP as normal. If this attack reduces a humanoid creature of size Medium or smaller to 0 hit points, you gain 3FP instead.
• Calculated Strike (1FP). When you hit with a melee weapon attack, you may use this ability before that damage was dealt. If you do so, you may add 1d6 of the same damage as your weapon to the damage result. If this ability is used, no FPs are generated for this attack.
• Vampiric Mist (2FP). As a bonus action, you can disappear in a puff of shadowy mist and teleport up to 30 ft to an unoccupied space you can see.
• Unearthly Reflexes (1FP). After you have rolled a Dexterity saving throw, but before the GM has determined the result, you can use your reaction and take half damage on a failed save, and no damage on a successful one.

Undead Form. Your Dexterity score increases by 2 and your Charisma score increases by 1. An ability score cannot be increased beyond 20 this way. In addition, your creature type changes to undead. Spells and abilities that state effects or conditions specifically regarding Undead of a specific CR have no effect on you. If a spell or ability other than your own would cause you to gain Hit Points, you gain that many temporary Hit Points instead. If you are reduced to 0 hit points and fall unconscious as a result, any healing you receive will stabilize you and leave you on 1 hit point and unconscious. Furthermore, you cannot die from old age and you do not require air, food or drink.

Flaw.
The Sanguine Curse. The sanguine curse has taken a hold on you. As a result you gain the following features:
• You cannot enter a residence you do not own without an invitation from one of the occupants. If you enter a residence involuntarily such as by being dragged into one, you take 1d10 psychic damage at the start of your turn while you are inside it.
• You gain Darkvision (60 ft.) if you do not already have it.
• While in sunlight, you have disadvantage on attack rolls and ability checks.
• You must feed every 7 encounters

Previous Versions

Name Date Modified Views Adds Version Actions
3/5/2025 8:44:06 PM
19
3
--
Coming Soon
Vampire, Stage 1 Image

Comments

Posts Quoted:
Reply
Clear All Quotes