Prerequisite: Must have been infected with vampirism from an outside source.
You have been infected with vampirism through one way or another. Becoming a vampire changes you in many ways, some of which are not enjoyable.
You gain the following benefits
- Your AC increases by 1.
- Your Strength, Dexterity and Charisma scores increase by 1 to a maximum of 20.
- You gain a regeneration ability. You regain a number of hit points at the start of your turn equal to your level.
- You permanently gain the benefit of Spider climb
- You gain Darkvision up to 60ft.
- You gain a bite attack that deals 1d6 damage plus your strength modifier. When biting a grappled or incapacitated creature, you deal an additional 3d6 necrotic damage and you heal for the same amount.
- once per day, you may cast charm person without expending a spell slot.
You also gain the following detriments.
- You gain the Sunlight hypersensitivity trait. When you start your turn in direct sunlight, you take radiant damage equal to your level, as well as having disadvantage on attack rolls and ability checks while in direct sunlight.
- You cannot enter a residence without an invitation from one of the occupants.
- You take acid damage equal to your level when you end your turn in running water.
- Your creature type changes to undead.
- You must drink blood from a sentient creature once a day. For each day you do not drink, you must succeed a wisdom saving throw with a DC of 10, +1 for each day you have abstained from drinking. On a failure, you become feral and attack the nearest creature to you. You stop being feral when you drink blood from a sentient creature.
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