Undead. Your creature type is undead, rather than humanoid. Also you gain resistance to Necrotic damage.
Chained to the Grave. You remain bound to a coffin, crypt, or grave site, where you must Long Rest. If you didn’t receive a formal burial, you can do a ritual to make a bound with such an object, the ritual's materials cost 10,000 gp. You can move your place of burial by transporting your coffin or a significant amount of grave dirt to another location. Some vampires set up multiple resting places by doing the ritual multiple times.
Undead Nature. Neither you nor your vampire spawn require air.
Bite. (Bat or Vampire Form Only). Your fangs are natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier plus 1d6 necrotic damage, instead of the bludgeoning damage normal for an unarmed strike. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken. 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 slain in this way and then buried in the ground rises the following night as a vampire spawn under your control.
Further, you can regain hit points equal to the necrotic damage, you can’t regain hit points in this way again until you finish a short or long rest.
Shapechanger. If you aren't in sunlight or running water, you can use an action to polymorph into a Tiny bat or back into your true form.
While in bat form, you can't speak, your walking speed is 5 feet, and you have a flying speed of 30 feet. Your statistics, other than your size and speed, are unchanged. Anything you are wearing transforms with you, but nothing you are carrying does. You reverts to your true form if you die. After using this trait, you can't use it to turn into a bat till you take a Short or Long Rest.
Vampire Weaknesses. You gain the following flaws:
Forbiddance. You can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. You takes 1d10 acid damage if you end your turn in running water.
Stake to the Heart. If a piercing weapon is driven into your heart while you are incapacitated, you are paralyzed until the stake is removed.
Sunlight Hypersensitivity. You takes 1d10 radiant damage when you start your turn in sunlight. While in sunlight, you have disadvantage on attack rolls and ability checks.
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