Vampire Traits
Vampires are hunters of the night and have certain aspects that both aid and hinder them in their goals, your vampire character has these traits nonetheless.
Vampiric Healing
due to your vampire traits, at lvl1-4 you heal 1d4 HP at the beginning of your turn, this ignores any disability, unless you are in running water or in sunlight.
starting at lvl 5, you heal 1d6+2 HP at the beginning of your turn, this ignores any disability, unless you are in running water or in sunlight.
Sizeable Vampiric Healing
Starting at lvl 10, you heal 1d10+4 HP at the beginning of your turn, this ignores any disability, unless you are in running water or in sunlight.
Greater Vampiric Healing
Starting at lvl 15, you heal 1d12+6 HP at the beginning of your turn, this ignores any disability, unless you are in running water or in sunlight.
Legendary Vampiric Healing
Starting at lvl 20, you heal 2d10+6 HP at the beginning of your turn, this ignores any disability, unless you are in running water or in sunlight.
Transformation
Bloodwolf Form
Starting at 3rd level, as a bonus action, you can take the form of a shadowy wolf. Your statistics remain the same, you can make a bite attack with the same vampire bite. In addition, your darkvision extends to 90 feet, you ignore difficult terrain, and gain advantage on Athletics, Perception, and Stealth checks.
Crimson Wings
Starting at 5th level, once per short rest, as a bonus action, you can take the form of a Tiny flying creature of your own descriton. You gain a flying speed equal to your movement speed and cannot attack in this form, but your statistics otherwise remain the same. In addition, your Armour Class increases by 2. At the end of your next turn, you return to your normal form, and if you were flying when this happens, you take no damage from the ensuing fall.
Ability Score increase
Your Charisma score increases by 2, and one other ability score of your choice increases by 1.
Age
Vampires are immortal but most don't live beyond 250 years from being hunted by those afraid of them.
Alignment
Vampires are considered evil by many, and it is a lust for power that drives them towards this alignment. In others it may be the blood lust drives them towards unintended chaos. Their personal drive is what ultimately decides what alignment they lean towards.
Bloodlust
You can drink blood from a willing creature, or one that is grappled by you, incapacitated, or restrained. As an action, you can make a melee bite attack against the target. If the attack hits, you deal 1d6 necrotic damage. After supplying your body with the blood of another, you are able to walk in direct sunlight without imposing disadvantage on attack rolls or Wisdom (Perception) checks that rely on sight for a number of hours equal to half your Constitution modifier (minimum of 1). You may not benefit from this effect again until you finish a long rest.
Vampiric Abilities
You have resistance to necrotic damage. Additionally, you have advantage on Constitution saving throws when resisting disease.
Darkvision
Due to either having been turned into a creature of the night or being naturally born of one, your eyes have become more adjusted to seeing in dark conditions. You can see in dim light within 60 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.
Unnatural Vitality.
When you kill a creature, you do not need to eat, drink, or breathe until the end of your next long rest. For the same time, you can add your proficiency bonus to death saving throws you make.
Vampiric Disablities
Forbiddance
You can’t enter a residence without an invitation from one of the occupants.
Sunlight Sensitivity
You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you are in direct sunlight.
Stake to the Heart
If a piercing weapon made of wood is driven into his heart you are Paralyzed until the stake is removed.
Previous Versions
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2/1/2021 10:20:04 PM
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2/2/2021 3:06:36 AM
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7
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Coming Soon
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