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The Curse Takes Hold

You have become afflicted by the curse of Vampirism. After 2d4 days, the curse will fully take hold, until then you gain the following flaws until the curse is complete: 

Sunlight Sensitivity- While in sunlight you have disadvantage on attack rolls, as well as Wisdom (Perception) checks that rely on sight.

Dark Desires- Your mind begins to become tainted by the curse of unlife. You begin to display traits favoring a lawful evil alignment. Love turns into obsession, friendships turn into bitter jelousy and morals that you uphold might become strict tenants in the face of the taint that spreads across your living soul. (How your character responds to and fights this is up to you)

The early stages of this curse can be cured using a Greater Restoration spell; however, once the curse has fully taken hold, nothing short of a wish spell, or the death of the character can cure the vampire's curse. If a character dies and is returned to life, they will no longer be a vampire.

Vampire Traits

Once your body fully succumbs to the curse of vampirism your creature type changes to undead and you take on the traits of a vampire which are as follows:

Timeless Body

As a vampire, your body will never age beyond the day you are turned, in addition you do not have to eat or drink, and are immune to disease. However, you do require blood from a mortal every 48 hours or you will begin to gain one level of exhaustion for each subsequent day. You also are required to rest for at least 4 hours every 2 days (48 hours) or suffer a level of exaustion for each subsequent day.

Ability Score Increases

Your Strength score increases by 1, your Dexterity score increases by 1, and your Constitution increases by 1.

Darkvision

Thanks to your vampiric nature, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Vampiric Resistance

You have resistance to necrotic damage.

Vampiric Magic

You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the suggestion spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 8th level, you can cast the gaseous form spell once with this trait and regain the ability to do so when you finish a long rest.  Charisma is your spellcasting ability for these spells.

Vampiric Hunger

You may attempt to drain the blood of a creature, provided it has any. You can make attack against a creature with disadvantage, you make this attack with advantage if is grappled or restrained, and if it is incapacitated you succeed. On a hit you deal 1 piercing + 1d6 necrotic damage + half your level and gain HP equal to the damage dealt. (If you are at max HP you gain temporary HP)

Feast of Blood

When you drain blood with your Vampiric Hunger ability you experience a surge of vitality. Your speed increases by 10 feet, and you gain advantage on Strength and Dexterity checks and saving throws for 1 minute.

Shapechanger (Bat)

You can use an action to turn into a tiny bat (1/short rest) While in bat form you cannot speak, and if you die while in bat form you revert back to your original form and any excess damage carries over. 

Vampiric Weaknesses

Sunlight Sensitivity- While in sunlight you have disadvantage on attack rolls, as well as Wisdom (Perception) checks that rely on sight.

Curse of the Night- When you start your turn in direct sunlight (skin contact) you take radiant damage equal to twice your character level, in addition you also have disadvantage on attack rolls and ability checks.  

Curse of the Unclean- When you start your turn in running water you take acid damage equal to twice your character level. 

*If any damage dealt by one of these curses would reduce you to 0 hit points you immediately turn to die

Weakness to Wooden Stakes- If a wooden stake pierces your heart while you are incapacitated, you become paralyzed until the stake is removed.

Weakness to Radiance- If you take radiant damage from any source you cannot regain HP until the end of your next turn.

You gain the following flaws:

Curse of Forbiddance- You cannot enter a home, or place of residence, without an invitation from one of the occupants.

The Toll of Unlife- Your mind becomes tainted by the curse. Emotional attachments wither as once-pure feelings start to become twisted by undeath. Love turns into hungry obsession, while friendship becomes bitter jelousy. Emotions become confusing concepts to you as you dissociate and detach from the experience of being alive. In this state of mind you slowly begin to pull towards lawful evil. (Think of this as one might think of depression or anxiety, the curse affects one's mind in ways that are unavoidable and unmistakable, but whether they succumb to it or not is dependant upon them as an individual)

Previous Versions

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3/22/2020 7:33:58 PM
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