You have been turned from a Damphir into a true vampire.
You gain the following:
Improved Bite: Your Dhampir bite now deals an extra 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 points to 0.
Mist Transformation: You can cast Misty Step without any components an amount of times equal to your profiency bonus per long rest without consuming a spell slot.
Flaws: You have a hunger for blood, which you must consume every few days. After 3 days, make a DC 13 WIS save. On a success you stave off your hunger, and resist a blood rage. The DC goes up by 2 every day you stave off your hunger. On a failure, you are compelled to drink the blood of a humanoid, and must do so within the next 4 hours. If blood is not consumed within that time, you enter a **blood rage.**
Blood Rage: The desire to drink blood is so strong, you become akin to a feral beast. While in a blood rage, your bite attack counts an automatic crit, you gain advantage on STR checks and saving throws, and gain temp hp equal to your level every round (temp hp does not stack). Roll a die equal to the amount of creatures that is not behind full cover, dead, or stealthed (this includes downed allies), and assign them a number. You must attack the target assigned to that number. Roll again if you kill your target before biting them. The blood rage ends if you successfully land a bite attack on a humanoid or if you are dropped to 0. Regardless you gain a point of exhaustion. The blood rage can also be entered voluntarily and controlled. Should you voluntarily enter a blood rage, you roll a die equal to the amount of enemies that are not in full cover, dead, or hidden from you, and assign them a number, attacking the target the number falls on. The blood rage lasts for a minute. If there are no more enemies before blood rage ends, roll a DC 13 Wisdom save. On a failure, the blood rage functions as if it was not voluntary. At the end of a voluntary blood rage, you gain a point of exhaustion and you immediately become hungry.
Forbiddance: You can’t enter a residence without an invitation from one of the occupants. If there is no living occupant around, you may enter as normal. If you are involuntarily brought into a dwelling without permission from its occupants you take 1d10 psychic damage every round you remain. This does not apply to public forums such as the bar of a tavern.
Undead: You are now considered undead. You do not sleep or can not be put to sleep by magical means.
Previous Versions
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11/27/2024 2:07:53 AM
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12/4/2024 4:03:20 AM
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4/8/2025 2:00:17 PM
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