For eons untold, those cursed with undeath have roamed this world, damned by a wrathful deity of Light for their hubris. Some sought to make themselves equal to the gods, some harnessed powers long forbidden, some made pacts with monsters no mortal should ever desire meeting, and some few are sadly nothing more than the victims of the ravenous predators of the mortal races. Shying away from the light of the sun, they seek to fill the unlife-born void within their souls by consuming the life-essence of others, hunting the mortal races as those races in turn hunt the wild beasts. To be mortal is to be prey. To receive The Blood Kiss is to become a Vampire, the ultimate predator of the natural world.
This Feat is unique in that it is free for selection at the beginning of the game only , unless your character has an encounter with another vampire (at the DMs discretion) that results in your character waking to unlife. This feat can be taken in addition to any other feats you are allowed to begin with, such as the Variant Human starting feat.
Features at All Character Levels
Eternal Beauty: No longer do you age, for you are now ever beyond the touch of time. In the moment you awaken into undeath, you become more attractive than a typical mortal.
Stake to the Heart. If a piercing weapon made of wood is driven into your heart while you are incapacitated in a place of rest, you become incapacitated until the stake is removed
Harmed by Running Water. You take acid damage equal to twice your level if you ends you turn in running water. This acid damage ignores resistance and immunity to acid damage that may be granted by your base race.
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. This permission cannot be revoked unless you are face to face with the individual who provided said permission, and you cannot be magically expelled from a building by such a revocation, you would merely be unable to enter it again once departing until permission was given once more.
Vampiric Nature. You are now considered both an undead and a humanoid. You retain all of your normal traits of your normal race.
Features that Adjust Based on Character Level
Night Hunter: In the darkness, you are the supreme hunter. At level 1, you receive sixty feet of Darkvision, regardless of race. This effect does not stack with Racial Darkvision. At level 10, your Darkvision extends to 120 feet. At level 20, you have advantage on (Dexterity)Stealth checks during nighttime, and your first round of combat counts as an ambush round so long as there is no magical light within thirty feet of you. If you successfully take the Hide action and remain hidden for one full round, this effect activates once more.
Apex Predator: You have advantage in Perception checks that involve sight, smell, and sound at night.
Searing Light: The Sun is the source of light, and the physical manifestation of the Light. It is your greatest enemy, and only as you grow in power will its effects be lessened.
At all levels from 1-15, Direct Sunlight causes a rash to break out on your skin, revealing to anyone knowledgeable enough your true nature as a Vampire. This effect can be mitigated with a full length, hooded cloak, but people may become suspicious of such heavy wear on a hot, sunny day.
From levels 1-5, you take 5% (five percent) of your total HP in damage per turn if in Direct Sunlight, rounding to the nearest whole number. You cannot suffer less than one point of damage from this effect. This effect no longer applies when you reach level 6.
From levels 6-10, pain no longer drives you into a frenzy in battle. Without pain-fueled desperation and anger lending itself to your attacks, you have Disadvantage on Attack Rolls while in Direct Sunlight. You have Disadvantage on Perception (Wisdom) checks while in Direct Sunlight or while attempting to perceive anything that is in Direct Sunlight. Upon reaching level 11, this effect no longer applies.
Daywalker: Upon reaching level 15, you no longer suffer any ill effects due to sunlight, nor does sunlight reveal you to be a Vampire.
Master Vampire: Upon reaching level 20, any Radiant Damage you take receives no bonus from your Vampiric (Undead) Nature.
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