Vampires are creatures of cursed blood and ancient hunger. Born from an ancient curse, or from some perspectives blessing, they know not much more than hunger for blood, with a tendency to prefer blood of their own species, or race. Due to the curse they bear, the sun burns away their skin, should they stand in it without protection. Running water is another repellant, along with holy water, sacred ground, and the simple grounds of a property line. Regardless of how you obtained vampirism, you have the following traits, as well as some specific ones based on which bloodline you inherited.
Boons:
- As a vampire of the Fzeg Bloodline, you have a fanged bite attack in addition to whatever you may have had before. As an Attack action, you can make a Bite attack. You are considered proficient with this attack, and you can use Strength or Dexterity as the ability. This attack deals Piercing damage equal to 1d6 plus your Strength or Dexterity modifier. This Bite attack is a natural weapon. If the attack hits a creature that has blood, the target must succeed on a Constitution saving throw or take an additional 1d6 Necrotic damage. You regain Hit Points equal to the Necrotic damage dealt this way. The DC is 8 plus your Proficiency Bonus plus your Transformation Stage.
- You have a claw attack that uses your strength and counts as a natural weapon in which you are proficient in. When you take the attack action using this claw attack, you can make a bite attack as part of that same action.
- Your speed increases by 10 feet
- Your Strength Score increases by 2 points, and your Dexterity score increases by 1, to a maximum of 20.
- You gain Darkvision (60 ft.) if you do not already have it.
- Your creature type is Undead instead of whatever it was originally, and you cease aging. You cannot be aged by any means, and you do not need to sleep or breathe.
Flaw:
- You cannot enter a residence you do not own without an invitation from one of the occupants. If you enter a residence involuntarily such as by being dragged into one, you take 1d10 psychic damage at the start of your turn while you are inside it. You cannot be resistant or immune to this damage.
- While in sunlight, you have disadvantage on attack rolls and ability checks.
- You must feed at least once every 7 encounters.
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