After being transformed into a vampire, you gain the following traits.
Undead Nature. You no longer need to eat, drink, or sleep. Instead, you can remain inactive for 4 hours in a meditative state, remaining aware of your surroundings. You gain the benefits of a long rest at the end of this period.
Bloodthirsty. If 24 hours pass without you feeding on the blood of a humanoid, you suffer disadvantage on attack rolls and ability checks until you feed. Feeding requires a willing, incapacitated, or freshly slain humanoid.
Rabid Hunger. If 48 hours pass without feeding, you enter a rabid hunger until you feed. At the start of each of your turns while a humanoid is within 30 feet, you must succeed on a DC 15 Wisdom saving throw or be compelled to move toward and attack the nearest humanoid.
After 24 more hours, the DC increases to 20 and the range expands to 60 feet. Every 48 hours you go without feeding, your movement speed is halved, and your Strength, Dexterity, and Constitution scores are each reduced by 5 (to a minimum of 1).
If your Constitution score is reduced to 1 by this feature, your body desiccates and collapses into ash. You are destroyed instantly, leaving behind only dust and any nonmagical equipment you carried.
Sunlight Sensitivity. While in direct sunlight, you have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light.
Vampiric Bite. Your fanged bite is a natural weapon that deals 1d6 piercing damage. Once per short rest when you deal damage with it, you regain hit points equal to the damage dealt, and the target’s hit-point maximum is reduced by the same amount until its next long rest. This feature has no effect on undead or constructs..
Undead Resilience. You take double damage from radiant sources, representing divine power or sunlight burning your form. You have resistance to necrotic damage and immunity to the poisoned and diseased conditions.
Spider Climb. You can climb difficult surfaces, including ceilings, without making an ability check. Your climbing speed equals your walking speed (30 ft).
Stake to the Heart. If a wooden piercing weapon reduces you to 0 hit points, you must succeed on a DC 15 Constitution saving throw or be destroyed.
Running Water. You take 2d6 acid damage at the start of each of your turns while in contact with running water. To cross without touching it, you must succeed on a DC 10 Wisdom saving throw to overcome supernatural fear; on a failure, you are paralyzed by fear until the end of your next turn. You may attempt the save again each round.
Threshold Invitation. You cannot enter a residence without the owner’s invitation. Attempting to cross without permission forces a DC 10 Wisdom saving throw. On a failure, you take 2d6 psychic damage and cannot cross until invited. On a success, you may cross but still take 1d6 psychic damage. You may attempt the save again each round.
Charm Gaze. As an action, choose one creature within 30 feet of you that can see you. The creature must succeed on a Wisdom saving throw (DC = 8 + your Charisma modifier + your proficiency bonus) or be charmed by you for 1 minute. The effect ends if you or your allies deal damage to the target. You regain use of this ability after a long rest.
Ability Score Increase. Your Charisma score increases by 1, and your choice of Strength or Dexterity increases by 1.
Claw Strike (Level 5). Your nails sharpen into predatory claws. You can use them to make an unarmed strike that deals 1d6 slashing damage instead of the normal bludgeoning damage. You are proficient with this natural weapon, and it counts as a magical attack for the purpose of overcoming resistance and immunity to nonmagical attacks. When you attack with your claws, you can use Strength or Dexterity for the attack and damage rolls (your choice for each attack). When you hit a creature with your claws, you can make a grapple check as a bonus action against that creature.
Shapeshift (Level 10). You gain the ability to assume one of two forms for up to 1 hour. You can use this feature once per long rest, and you can end the transformation early as a bonus action. In Bat Form, you transform into a Bat (Tiny Beast) and retain your hit points, alignment, personality, and mental ability scores. You cannot speak or cast spells in this form. In Cloud Form, you assume a misty shape as described in the gaseous form spell (self only) for up to 1 hour. This transformation does not require concentration, but you cannot attack or cast spells while in this form. Restriction: You cannot use this feature while in direct sunlight or running water. If you attempt to transform while in either, or if you enter either while transformed, you immediately revert to your normal form.
Vampiric Polymorph (Level 15). You can cast polymorph on yourself only, once per long rest, without material components. Charisma is your spellcasting ability for this feature. Restriction: You cannot use this feature while in direct sunlight or running water. If you attempt to transform while in either, or if you enter either after transforming, you immediately revert to your normal form.
Previous Versions
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10/23/2025 7:22:40 AM
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12/5/2025 9:34:10 AM
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