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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. You also no longer require air to breathe.

Darkvision

Accustomed to hunting at night, you have superior vision in dark and dim conditions. You can see in dim light within 120 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.

Revel in Darkness

As a creature of the night you have become accustomed to sneaking and hiding to catch your prey. You gain proficiency in stealth and double proficiency in stealth at night.

Immune to Disease

You are no longer susceptible to contracting disease.

Polymorph

If you aren't in sun light or running water, you can use your action to Polymorph into a 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 revert 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 60 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.

 
 

Bite (Vampiric or Bat Form): Your fangs are natural weapons that can be used to make unarmed strikes. If an attack made with them were to hit, you deal piercing damage equal to 1d6 + your Strength modifier. Performing this action counts as feeding. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under your control.

Drain Essence

Once per day as a bonus action you may bite with the intent to drain another creature of its life. The creature you are biting must either be willing, grappled, restrained, or incapacitated. If an unwilling creature bitten this way is able to successfully escape the effect ends. An unwilling creature must make a wisdom saving throw, the DC for this saving throw equals 8 + your intelligence modifier + your proficiency bonus. A creature takes 2d6 necrotic damage per turn on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. Using Drain Essence 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  long 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 slain in this way and then buried in the ground rises the following night as a vampire with all of the abilities this feat variant grants.

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. Feeding also conceals your vampirism from civilians making you appear healthy.

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 for 5 minutes 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.

Fasting

As a vampire you are required to feed frequently or endure grueling withdraws. You begin to fast after you've gone 48 hours without feeding. For each day that elapses in which you have failed to feed you will gain 1 level of exhaustion. Creature blood of any kind will keep your impulses at bay, but will not decrease your exhaustion level. Repercussions intensify with each passing day and also stack.

  1. Disadvantage on Ability Checks, your complexion reveals black striations along your eyes and neck making you appear unwell or menacing
  2. Speed halved, susceptible to sunlight damage, civilians are aware of your vampiric nature and are reluctant to trust you
  3. Disadvantage on Attack rolls and Saving Throws, damage dealt by running water is doubled
  4. Hit Point maximum is halved, Enemies have advantage on Attack Rolls against you
  5. Speed reduced to 0
  6. Death

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 take 1d10 radiant damage when you start your turn in sunlight. While in sunlight, you have disadvantage on attack rolls and ability checks.

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 can cast Charm Person as a first level spell per long rest without expending a spell slot. This goes from first to second level at level 3. Charisma is your spellcasting ability for this spell.

Misty Escape

When you drops to 0 Hit Points you transform into a cloud of mist instead of falling unconscious, provided that you aren't in sunlight or running water. 
While you have 0 Hit Points in mist form, you can't revert back to your vampire form. You can move up to 60 ft. upon transforming where you will need to seek protection from both running water and sunlight. If you are shaded and out of running water you may replenish up to 1d8 + your constitution modifier otherwise you revert back into your vampiric form and become incapacitated where you are to make death saving throws.

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