Whether or not a vampires transformation was out of choice or not, their emotional states change and twist upon undeath. All their emotions turn to twisted incarnations of their true form. As such love turns towards lust, and many vampires either retain their humanity while some lose themselves to their new nature. Though vampires tend to remain cognizant about their old life and will act as such until revealed for what they are. However, vampires in attempts to grasp at the one thing they can't have, their old lives. They will collect anything that would remind them of their old lives be it treasure, art, or books and will use this to help blend themselves into the living world.
Vampire Traits
Due to being undead and needing blood to survive, vampires gain many abilities that help them to hunt, or seduce targets for their vital blood. But they also gain many weaknesses due to their new world they either willingly joined or not.
Basic Features
Ability Score Improvement
Your strength, dexterity, and charisma increases by 1.
Age
Vampires are immortal and age much slower from the day they got turned. The regenerative ability that has been gifted grants you the ability to live indefinitely until you are destroyed completely.
Size
Your size is the same as you were while alive. Your size is Medium.
Speed
As a walker of the night, you have a unnatural speed that was gifted to you. Your walking speed is 35ft.
Improved Vision
You have dark vision if you already didn't have it in your life. You can see 65ft of dim light as bright light and darkness as if it were dim light. You can determine shades of color in darkness, you can't determine specific colors. You only can tell if the color is closer to a primary color like red, blue, or green.
Language
You can read, write, and speak all your languages while you were alive. You can also speak the language of vampires, Thrombic.
Additional Vampiric Traits
Undead
Your creature type is Humanoid and undead. Dark forces sustain your being, making you resistant to necrotic, and poison damage. As well as bludgeoning, piercing, and slashing from non magical sources. You do not need to sleep, or eat but can do so still though it doesn't give you any sustenance. You do however need to drink blood either humanoid or animalistic.
Weaknesses
You are also vulnerable to Radiant damage from any source, as well as bludgeoning, piercing, and slashing from silvered or holy sources along with other weaknesses such as.
Spells,items, and abilities function differently since you are undead. For example potions, and healing spells have no effect on you and you suffer from the secondary effect of the chill touch cantrip.
Forbiddance
You cannot enter a residence without an invitation from one of its occupants. As a result if you are forced in anyway to enter the residence without an invitation you take damage based on the size of the residence. 1d4 for a shack, 1d6 for a house, 1d8 for a two story house, 1d10 for a mansion, 1d12 for a castle, and 1d20 for a palace. Also dm choice for anything larger than a palace such as a dragons lair.
Running water Aversion
Everytime you end your turn in running water like a river, stream, ocean, or rain, you take Acid damage equal to your character level. You also cannot cross a river, or stream without a bridge of any kind.
Sunlight Damage
Everytime you end your turn in sunlight or magical equivalent, you take radiant damage equal to half your character level (round down, minimum 1).
Stake to your Heart
If a piercing weapon made of wood or silver is driven into your heart, you are paralyzed until the stake is removed. Driving a stake through a Vampire's heart takes an action, and requires that the Vampire be willing, incapacitated or restrained.
If a Vampire suffers a critical hit from a wooden weapon, that weapon has a 20% chance of piercing the Vampire's heart. This chance is reduced to 10% if the Vampire is wearing medium armor or benefiting from a mage armor spell, or a Monk's wisdom-based or Barbarian's Constitution-based AC bonus. A Vampire wearing heavy armor cannot be staked by a critical hit with a wooden weapon.
Blood Thirst, Hunger, and Healing
Even though you are undead, you still require sustenance in the form of blood. You do not need to eat or drink normal food or breath, but you can choose to eat or drink, though, some tastes of food are bland and stale.
To heal, a vial of blood restores 1d6+1 hit points, while a pint of blood restores 2d6+2 hit points and a quart (equal to a waterskin) of blood heals for 4d6+4 hit points. Healing this way uses an action during combat.
If you go for longer than Three Days without drinking at least one ration of blood, you suffer one level of exhaustion on the midnight of that day, which can only be removed by drinking a ration of blood. After consuming one ration of blood, you recover all levels of exhaustion. If you reach six levels of exhaustion due to this trait, you become incapacitated and paralyzed until you are force-fed blood.
A ration of blood is a vial, roughly four ounces. This is enough to sustain you for this time, though you still feel the urge to drink and may appear twitchy or ravenous in the heat of battle or when tending to an ally's wounds. A pint of blood, such as a flask, is considered a healthy amount, enough to keep you sustained while also suppressing your less civilized behavior.
Your hunger levels are as follows:
- 1st day - Satisfied
- 2nd day- Ok but a little hungry
- 3rd day- Kinda hungry
- 4th-6th day- Hungry
- 7th day- Starving
- 8th-9th day- Desperate and almost comatose
Natural Weapons
All vampires have sharpened teeth capable of tearing flesh from bone and draining blood from the body. If a willing, paralyzed, charmed, incapacitated, restrained, or grappled, a creature within 5 feet of you has blood, you may use your bonus action to Bite them dealing 1d6 piercing damage and draining their blood dealing additional necrotic damage equal to your Charisma modifier. Drinking blood this way is equal to consuming one ration(a 4 oz vial). When you use your Bite, you can choose to not deal damage. The damage for your Bite increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
You also have claws your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.
Catlike Reflexes
You can use your senses as a vampire to dodge attacks and move with a unnatural swiftness and grace gaining the following benefits:
- You have advantage when climbing or clinging to a vertical surface.
- While wearing no armor, your Armor class equals 14 + your dexterity modifier.
- You also gain the deflect missiles feature from the monk class.
- Once per day you can use your reaction to have an enemy reroll their hit die.
My Good Side
Twice a day, as an action, you can target one humanoid you can see within 30 feet. If the target can see you, it must succeed a Wisdom saving throw, or be Charmed. The DC for the save is equal to 7 + your proficiency bonus + your Charisma modifier. The charmed target regards you as a trusted friend to be heeded and protected. Although the target isn't under your direct control, it takes your requests or actions in the most favorable way it can, and it is a willing target for your Vampire Bite.
Each time you or one of your companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts for 24 hours, until you are destroyed, until you on a different plane of existence than the target, or if you take a bonus action to end the effect. You can only have one creature charmed this way at once and you can use this trait a number of times equal to your Charisma modifier you must complete a long rest before using it again.
Where Did You Go
Once per day you have the ability to use the spell Misty Step, you can only use it to traverse distance, or defensive reasons unless you are hungry. When hungry you can use this feature to travel to a target of blood stealthily.
Vampires Obsession
As a result of your turning either through time or by an exterior influence you have become obsessed with one out of the seven deadly sins. For example:
- Lust- You indulge in the mortal senses and derive pleasure from it and seek it out everywhere. You have an urge to satisfy either sexually or total indulgence and need to once a day "scratch your itch" or become preoccupied with thoughts.
- Greed- You seek out the shinies of the world and want it all for yourself. You have your mind continuously filled with how to get money, or other things of worth and as such once a day must obtain 10gp worth of gold or equal worthed items or try to obtain the set amount.
- Pride- You are the best at least in your mind and are competitive. As a result once a day you have to stoke your ego in any way you want, but suffer from a one time disadvantage to your next roll if you don't "prove" your worth.
- Sloth- You could careless about most things like people or your safety. As a result once per day you choose a thing that you have apathy for and have to avoid that otherwise you lose interest in all things for that day, and enemies have advantage on attacks to you.
- Wrath- You have the rage of one thousand suns bottled up and you want to just release it. As a result once per day you have to either defeat an enemy or cause damage to a humanoid to satiate the rage otherwise you attack a party member at random.
- Envy- You want what they have or you hold a slight resentment for someone in particular because of what they have. As a result you either have to get in someway an object of your envy or spread gossip about the person you hold a grudge against otherwise you have disadvantage against the person or disadvantage when near the object.
- Gluttony- You eat everything you see or indulge in excess in everything in your life. As a result you have to eat or indulge in excess of at least 10 pounds of food or indulge for at least 3 hours.