You have been raised by a Vampire and granted special abilities by becoming a spawn under the vampires control.
As an undead and a vampire spawn you no longer need air to live and you gain a Strength, Dexterity, and Constitution of 16.
You gain a bite and a claw attack.
- Claws. You can make an unarmed strike that deals 2d4 slashing damage + your Strength mod. Instead of dealing damage, the you can grapple the target (escape DC equal 8 + your Strength mod + your proficiency bonus).
- Bite. You can target one willing creature, or a creature that you have grappled, or that is incapacitated, or restrained to bite. The attack deals 1d6 + your Strength mod piercing damage plus 2d6 necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain 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.
You gain proficiency in stealth and perception, and in Dexterity and Wisdom saves.
You gain 60ft of darkvision.
You gain resistance to necrotic and bludgeoning, piercing and slashing from nonmagical weapons.
You gain a +2 to AC.
You gain the following abilities and weaknesses:
Regeneration. The you regain 10 hit points at the start of your turn if you has at least 1 hit point and aren’t in sunlight or running water. If you take radiant damage or damage from holy water, this trait doesn’t function at the start of the your next turn.
Spider Climb. The you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. The you have the following flaws:
- Forbiddance. You can’t enter a residence without an invitation from one of the occupants.
- Harmed by Running Water. You take 20 acid damage when you end your turn in running water.
- Stake to the Heart. You can be destroyed if a piercing weapon made of wood is driven into your heart while you are incapacitated in your resting place.
- Sunlight Hypersensitivity. You take 20 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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