Vampire Master Image

This is a continuation of the "Sanguinare Vampiris" feat for higher levels.

You have become accustomed to your undead nature and skilled at using your vampire abilities and thus have managed to learn some more advanced powers.

Prerequisite

Must already have the "Sanguinare Vampiris" feat and be level 8. Add 5 Strength, Dexterity, and Charasma Modifier

Unholy Body

Embracing the darkness within, you can no longer be healed by normal means, preferring to do it yourself or through the means of advancing your undeath. Healing magic and potions no longer heal you. Instead, potions deal poison damage equal to the amount that was meant to heal, and healing magic, such as Lay on Hand, or Healing Word, deals radiant damage equal to the amount that was meant to heal. All necrotic damage done to you is converted to hit points. Through alchemists tools and 75gp worth of components, you can make a blood potion that heals 2d6+2 health.

Advanced Regeneration

You regain 1d6 Hit Points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, you can have the missing part regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time. When activating Invigorate you heal 1d6 health on top of your normal regeneration.

Shapechanger

If you aren't in sun light or running water, you can use your action to Polymorph into a Tiny bat or a Medium cloud of mist, 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 size and speed, are unchanged. Anything you are wearing transforms with you, but nothing you're carrying does. You reverts to your true form if you dies.
While in mist form, the vampire can't take any Actions, speak, or manipulate Objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a Hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution Saving Throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.

You can use this ability to change form and change back 3 times per long rest.

New Weaknesses

The following flaws are added to the vampire weakness:

Silver Susceptibility. You take 1d12 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

Parched. Your new abilities, while powerful, require more of you. You become thirsty quicker and it is harder to quench this thirst, requiring you to feed, taking at least 4 ounces of humanoid blood, or a pint of non humanoid blood into yourself every 24 hours. While it can get you by, you cannot be satisfied by non humanoid blood, always craving just a little bit more. Longer than 48 hours without blood will result in a decrease in your intelligence score by 2 points every day. After four days you become desperate for blood. Every time you see a humanoid in this state you must make an increasingly difficult constitution saving throw or attempt to drink their blood. 

Vampire Master Image

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