Vampirism - Daywalker Image

 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.

Vampire Weaknesses:

Forbiddance: You can't enter a residence without an invitation from one of the occupants.
Sunlight sensitivity: While in sunlight, the daywalker has disadvantage on Attack Rolls, as well as on Wisdom (Perception) checks that rely on sight.
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.
Immunity to Disease.
Ability Score Increase.
 Your Charisma score increases by 1.
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.
Darkvision. Your darkvision  out to 60 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 Might: You use a D4 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 feat:

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.

Vampirism - Daywalker Image

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