Vampire Image
Prerequisite: Level 3
 

Vampire is the term given to those creatures who have been afflicted by the Curse of Years. Though collectively they are referred to as a race, vampirism is more akin to a disease of the blood; vampires are not born but created from the progeny of other races.. Many changes, both good and bad, will come from this metamorphosis. As a creature of the night you fear the daylight and revel in darkness. 

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.


 

Age

Your aging slows to a halt. You are unable to age any further than the exact age you were when you became a vampire.

Ability Score Replacement

Your Strength, Dexterity, Constitution, Intelligence, or Wisdom by 1, and your Charisma score increases by 2

Vampiric Nature

You are now considered both an undead and a humanoid. As an undead, you no longer need to breathe, you are immune to disease, and you are resistant to necrotic damage. However, due to your unholy nature, you are vulnerable to radiant damage.

Darkvision

Accustomed to hunting at night, you have superior vision in dark and dim conditions. 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. You can’t discern color in darkness, only shades of gray.

Blood Hunger

You have a Blood craving to satisfy.  You must feed, taking at least one vial, or 4 ounces, of blood, into yourself every 48 hours, or begin to take levels of exhaustion. While that is just enough to sustain you, you still feel the urge to drink and may still appear twitchy or ravenous in the heat of battle or when treating a wounded ally. A pint, such as that contained within a flask is considered a healthy amount, enough to keep you sustained while also suppressing your less civilized behavior.

 

Blood Thirst

You can drain blood and life energy from a willing creature, or one that is Grappled by you, Incapacitated, or Restrained]. If an unwilling creature bitten this way is able to successfully escape restraint, grappling, or incapacity the effect ends. An unwilling creature must make a Constitution saving throw, the DC for this saving throw is 18.
A creature takes 1d6+STR necrotic damage per turn on a failed save, and half as much damage on a successful one. Using Blood Thirst also allows you to drink the blood from your victim, giving you 1d4 vials, or 4 ounces, of blood. After you use this ability once you can’t use it again until you complete a short rest.

The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains 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. A humanoid killed in this way becomes a Vampire Null

The damage increases to 2d6 at 5th level, 4d6 at 11th level, and 5d6 at 17th level.
The number of uses increases at 7th level.

 

Invigorated

Like a shark tasting blood, quenching your thirst makes you go into a frenzied state for a short while after. After drinking blood you can choose to gain the following benefits as a free action.

Spider Climb. You gain a climbing speed equal to your walking speed and gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

Heightened Senses. In a frenzy, your reflexes and senses have been improved. You have advantage on all dexterity and perception checks.

These benefits are active until the end of your next turn and this ability can be used 3 times per long rest. This number increases to 4 at 6th level, 5 at 11th level, and 6 at 16th level.

 

Vampiric Aura

The Vampire emits a powerful aura that makes all who are not strong enough to resist it want to impress the vampire and will practically do whatever the vampire requests.
You know the Thaumaturgy cantrip.
When you reach 3rd level, you can cast Charm Person as first level spell, at 5th level you can cast Suggestion and at 7th level you can cast the Gaseous Form. You can cast these spells once per long rest without expending a spell slot. Charisma is your spellcasting ability for this.

 

Vampire Weaknesses

You gain 3 of the following flaws: 

Repulsed by Garlic. You cannot abide garlic, and the smallest whiff of its scent will drive you away unless you make a successful WIS saving throw (DC 13). If you fail your saving throw you must spend your movement to get at least 15ft away form the source of the smell. While in range (15ft) of the smell you can't take reactions.

Forbiddance. You can't enter a residence without an invitation from one of the occupants. A sign on the outside of a building saying something like "open for business" will also allow you to enter a building.

Harmed by Running Water. You take 1d6 acid damage if you end your turn in running water. This acid damage ignores resistance and immunity to acid damage that may be granted by your base race.

Stake to the Heart. If a piercing weapon made of wood is driven into your heart, you become incapacitated until the stake is removed. If a Vampire suffers a critical hit from a wooden weapon, that weapon has a 20% chance of piercing the Vampire's heart. This chance is reduced to 10% by a higher AC than 15.

Sunlight Sensitivity. While in full sunlight, you have disadvantage on attack rolls and ability checks based on sight.

Silver Susceptibility. You take 1d8 burning damage if you come into contact with anything made of silver. This burning damage ignores resistance and immunity to burning damage that may be granted by your base race. If anything sliver pierces your skin you must make a con save throw or be poisoned until your regeneration activates again. When regeneration activates like this, you do not heal, only get rid of the poison.

Roll three times 1d6 to determine which flaws you get:

1d6 Result
1 Repulsed by Garlic
2 Forbiddance
3 Harmed by Running Water
4 Stake to the Heart
5 Sunlight Sensitivity
6 Silver Susceptibility

 

Previous Versions

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1/21/2020 11:45:19 PM
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Vampire Image

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