It is essential to recognize that vampirism isn't lycanthropy, that vampirism isn't a curse, disease or condition. When you fall prey to a vampire, or when a vampire gets you... you die. That isn't to say you die and come back as a vampire spawn but you die. A vampire, spawn or not, isn't a living creature. It's undeath and evil manifest. A creature of inversed good and paradox, a thing of white and black mixed in unholy conjunction. It is dead, yet seeks life. It kills, but occasionally plants the seed for more of its kind to be... not born but formed. When a vampire comes into being they don't behave like the people they were in life. They are inverted, the chaste becoming temptresses, the kind becoming cruel, the once holy now finding glory in perversion. All their once positive qualities are specifically inverted to form a more personalized evil.
Shapechanger. If the vampire isn't in sun light or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it 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 do this Once per long rest.
Vampire Weaknesses:
Forbiddance: You can't enter a residence without an invitation from one of the occupants.
Sunlight Hypersensitivity: You sear and burn in the light of the sun, your flesh immolating. If you end your turn in direct sunlight, you take 20 radiant damage. You also have disadvantage on any attack rolls and ability checks when in direct sunlight.
Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.
Whether you drank the blood of a true vampire as a vampire spawn or made a pact with a dark power, you have become a true vampire, gaining the following traits in addition to your True Vampire traits, with the exception of your True trait.
Ability Score Increase. Your Charisma score increases by 5.
Blood Drinker. Even though you are undead, you still require sustenance in the form of blood to sustain your unholy existence. You are immune to diseases. You do not need to eat or breathe, but you can ingest food and drink if you wish, though this food is always bland and stale to you. If you go for longer then seven 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, instead of suffering death, no longer gain any more levels of exhaustion and become indefinitely paralyzed. The only way to remove this paralyze is to be exposed to a rations worth of blood.
Superior Darkvision. Your darkvision increases to 120 feet.
Bite. 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, 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 Constitution modifier. Drinking blood this way is equal to consuming a ration as per your Blood Drinker trait. When you use your Bite, you can choose to not deal damage.
Undead. Your creature type is considered to be both humanoid and undead.
Unholy Body. Dark magic sustains you, making you resistant to necrotic damage. Healing potions do not have a healing effect on you. Instead, they deal poison damage equal to the amount that was meant to heal. To heal you must either drink blood, spend hit dice, or finish a long rest.
Undead Might: You use a D6 for your unarmed strikes.
Vampires have some impressive abilities and it is only the truly ancient and powerful vampires that can utilize them all. As a vampire you have access to the following list of feats and if you are using the optional feats rule, you can forgo taking Ability Score Improvement feature to take a vampire feat of your choice instead.
Misty Escape: When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.
Charm: The vampire targets one humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a Wisdom saving throw against this magic DC equal to 8+proficiency+Cha or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bit attack. Each time the vampire or the vampire's 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 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Children of the Night (1/Day). The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.
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