You have been killed by a vampire and brought back to life as a vampire spawn. Loyal to the one who slain you, your rebirth comes with some new powers, but also some drawbacks.
Your physical stats start at 16 and increase by one for every ten years as a vampire.
You no longer need to eat, breathe, or sleep.
You gain an immunity to necrotic damage.
You gain a vulnerability to radiant damage.
Running water now does 20 acid damage for every turn you spend in it.
You cannot be revived by any spell less than True Resurrection if you are killed.
You cannot step on hallowed ground.
Sunlight Sensitivity: You have disadvantage on Wisdom (Perception) checks that rely on sight while you or whatever you are trying to percieve is in direct sunlight.
Fanged Bite: Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Proficiency modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. You can use this bite as a bonus action attack an amount of times equal to your proficiency modifier. When you attack with this bite and hit a creature that isn’t a Construct or an Undead, you can empower yourself. You regain hit points equal to the piercing damage dealt by the bite. You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Bloodlust: Due to the nature of the curse, you lose the appetite for everyday food. Owing to your newfound vampiric nature, only blood can satisfy you. Instead of normal rations, you must consume blood rations equal to 1 pint of blood.
Spider Climb: You have a climbing speed equal to your walking speed. In addition, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
Forbiddance: You are unable to enter into someone else's domain unless invited in. If you are forcibly put inside someone's domain, you are immediately ejected at the closest point, and take 1d10 force damage for every 10 feet away from your exit point.
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