You have been turned into a vampire spawn.
Awakened to an endless night, you now abhor sunlight, for its touch burns you. You no longer cast shadows or reflections and hunger for the life you have lost, and can only sate that hunger by drinking the blood of the living.
This transforms your body in a significant manner, including ;
- You become Undead on top of your previous creature type and no longer require air.
- Your STR, DEX and CHA scores increase by 2, and your WIS decreases by 3.
- You gain a +1 to your proficiency bonus.
- You gain darkvision up to 60 feet.
- You gain proficiency in DEX saving throws as well as in stealth and perception skills.
- You can make an additional attack when it takes the attack action. Only one of the attacks can be a bite.
- You gain 40 HP added permanently to your max HP and gain an additional d6 of HP per level from now on.
- You gain resistance to necrotic, Bludgeoning, piercing, and slashing from nonmagical attacks.
- You must consume at least half a creature's HP or 30HP worth of blood (whichever occurs first) daily to sustain yourself; otherwise, you must make a DC 5 WIS saving throw to not enter a frenzy and attack the nearest blood source. The DC increases by two each day without blood. Additionally, if you are still unable to feed after your CON modifier number of days, you start gaining a level of exhaustion for each additional day without blood. When you gain six levels of exhaustion, you fall into a vampiric stupor and remain fully incapacitated until blood is consumed. When exiting a stupor, you stay with three levels of exhaustion.
- The curse of vampirism maintains your unlife. Revivify and other resurrection spells bring you back as an undead as long as your soul is still cursed with the curse of vampirism. Only the True Resurrection can bring you back to your life.
- When subjected to the Remove Curse Spell (Spell attack needs to hit your AC), you may die and be entirely dead. To resist its effects, you must succeed on three DC 15 CON Saving Throws, one at the end of each turn. These CON saves function similarly to death saves, meaning you must reach three successes before three failures, and a natural one counts for two failures, while a natural 20 counts as two successes. Otherwise, you may still take your turn, but gain a level of exhaustion after each failure. If you fail to resist (3 fails before three successes), your vampirism is lifted, and you are now dead. Your time of death is set to the date of your first death before being turned into a vampire for the purpose of resurrection spells.
You also gain the following traits.
- Regeneration. Regains 10 hit points at the start of your turn if you have at least one hit point and aren't in sunlight or running water. If you take radiant damage or damage from holy water, this trait doesn't function at the start of your next turn.
- Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without making an ability check.
- Vampire Weaknesses. The vampire has the following flaws:
- Forbiddance. You can't enter a residence without an invitation from one of the occupants.
- Harmed by Running Water. You take 20 acid damage when it ends its turn submerged in running water.
- Stake to the Heart. You are forced into a vampiric stupor if a piercing weapon made of wood is driven into its heart, AC 23. You remain incapacitated until the weapon is removed. If such a weapon is inserted into your heart while you are incapacitated, the AC is halved, and if you have 0 hit points, you are destroyed, similarly to the effects of a disintegrate spell.
- Sunlight Hypersensitivity. You take 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has a disadvantage on attack rolls and ability checks. If you are brought to 0 HP by sunlight, you are immediately destroyed, similarly to the effects of a disintegrate spell.
You also gain the following actions.
- Claws. Melee Weapon Attack: STR or DEX + Prof bonus to hit, reach 5 ft., one creature. Hit: ([roll]2d4[/roll] + STR or DEX) slashing damage, instead of dealing damage.
- Bite. Melee Weapon Attack: STR or DEX + Prof bonus to hit, reach 5 ft, one willing creature, or a creature grappled by you, incapacitated, or restrained. Hit: 6 ([roll]1d6[/roll] + STR or DEX) piercing damage plus ([roll]2d6[/roll] ) 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 point maximum to 0.
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