Vampirism You can gain vampirism in a number of ways, whether it be from surviving an attack or becoming a vampiric thrall or even being born into it via magical means. Regardless of how it came to be, you have developed the features and mannerisms of these noctural seekers. You gain the following:
Benefits-
Increase Strength or Dexterity scores by 2 Increase Constitution score by 1
Movement speed increases by 10ft
Vampiric Magic: You can cast misty step twice per long rest without using a spell slot. you also gain a limited use version of polymorph, allowing you to change your form a number of times per long rest equal to proficiency. You can turn into the following creatures: Bat or Giant Bat Spider or Giant Spider Wolf or Dire Wolf Raven or Dire Raven Rat or Giant Rat [I will allow additional creatures if it's creative or fun, but for the most part it will just be these 10.]
Unholy Predator: you gain advantage on tracking checks that rely on smell or sound. additionally you gain 30ft of dark vision and 10ft of blind sight.
Leeching Strikes: when you make an unarmed strike against a creature you may use your fangs for the attack instead. Fang attacks have a bonus to hit equal to either Strength or Dexterity + Proficiency + 1. The damage of these attacks is 1d6 and the bonus to damage is calculated the same. If you kill a creature with a fang attack you may drain the blood from it and restore a number of hit points equal to the total damage you dealt.
Natural Weapons: You may also make unarmed strikes using your claws, these deal 1d6 + strength or dex and cause the bleeding status effect with a save dc equal to your spell save or class feature dc.
Detriments:
Sunlight Hyper sensitivity- Disadvantage on all d20 rolls while in direct sunlight, prolonged exposure can lead to levels of exhaustion. Vulnerability to Radiant Damage.
Blood Lust- when you drain a creature with your leeching strikes, you may occasionally have to make a wisdom saving throw against your own spell save. on a fail you enter a blood lusted state and attack all creatures within range of you as if they were hostile. This save can be repeated at the end of each of your turns.
Unholy Nature- you can not enter holy sites like churches or burial grounds or sanctuaries, and if you do you will consistently take radiant damage for every minute spent there. Additionally other undead are drawn to you.
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