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"You are a monster, plain and simple. Once living, you either became the victim, willing or otherwise, of another vampire, and won your freedom, or you sought out the rituals to make yourself into what you are (from a merchant, dungeon, or learnt from witches/high level magic users). Whatever the reason, you no longer draw breath, and find yourself hungering for the taste of mortal lifeblood. Whatever you came from, you are no longer what you were. The touch of the sun on your bare skin sears your flesh like flame, and you find yourself fighting against the urges inside yourself that constantly call for satisfaction. Adventuring Vampires are those that have either become vampires independent of a master vampire, or has escaped the control of their creator vampire. They are amazingly capable fighters, moving in and out of combat, drawing from their victims the very life energy they hunger for, fuelling their undeath."  Vampire,_Variant_(5e_Class) | dandwiki

 

Child of the Night

 You are a vampire. You automatically gain the following benefits and disadvantages.

  • You are an undead creature. You are unaffected by anything that affects only living creatures. You don’t age, require food or water, or suffer the effects of exhaustion unless it is the result of one of your class features.
  • You have darkvision of 60ft. If you already have darkvision, instead increase it by 30ft.
  • You are resistant to necrotic damage.
  • You are vulnerable to radiant damage.
  • If you end your turn in direct sunlight and lack a protective covering(such as a cloak or other heavy clothing), you take 10 radiant damage(which may be doubled by your vulnerability to radiant damage). If you drop below 1 hit point from this damage, you are instantly destroyed and may only be restored to your former undead state with a true resurrection or wish spell. While you are in direct sunlight you have disadvantage on attack rolls and ability checks. The radiant damage only applies when in direct sunlight from the actual sun and does not apply for any other form of light even in the case of spells, abilities, or magic items that mimic the effects of the sun.
  • You may not enter a residence without an invitation from one of the occupants.
  • If a piercing weapon made of wood is driven into the vampire’s heart while the vampire is incapacitated, the vampire is paralyzed until the stake is removed.
  • You roll a d6 for your unarmed strikes in place of the normal damage die. Your unarmed strikes count as magical for the purposes of overcoming resistances and immunity to non-magical attacks and damage. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes. Your unarmed strikes count as light melee weapons for the purpose of two weapon fighting.
  • You automatically pass all death saving throws. You regain 1 hit point 1d4 minutes after you stabilize.
  • A vampire gains their power from their undead state and the blood that runs in their veins. You must drink fresh warm blood every day to maintain Hit Points. Lose 5 Hit Points for every 1 day you do not drink blood. Add +1 to all stats immediately after drinking blood. Effects last 1 day. 

  • Vampires tend to quickly recover from their wounds and possess great strength and speed. Add 2 Hit Points for every round you take damage.  

Deathless Bite

You have escaped death, a fact represented by the following benefits:

  • You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
  • You have advantage on death saving throws.
  • You don’t need to eat, drink, or breathe.
  • You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.

Animating Bite

When you reduce a creature to 0 hit points you can choose to animate it, causing it to rise at the next midnight as a zombie under your control. This zombie can take simple commands from you and you may have a number of zombies equal to your proficiency bonus under your control through this method at a time. If you already have your maximum number of zombies under your control other corpses which rise due to your bite are not under your control are hostile towards you and others.

Summoning

As an action, you may magically call 1d4 swarms of bats or rats, provided the sun isn't up. While outdoors, you can call 1d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as your allies and obeying your spoken commands. The beasts remain for 1 hour, and can be dismissed as a bonus action. You may not call on more than one swarm at any time.

Supernatural Charm

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 8 + 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 before you must complete a long rest before using it again.

Ability Score Increase

When you determine your ability scores, increase one of those scores by 2, and increase a different one by 1. These increases can’t raise a score above 20. You follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. If you are replacing your race with a lineage, replace any Ability Score Increases you previously had with these.

Shapechanger

You gain the shapechanger tag and if you are not in sunlight or running water, you can use your action to polymorph into a Tiny bat[4] or a Medium cloud of mist for 1 minute, or back into your true form.

  • Bat Form: While in bat form you can't speak, your walking speed is 5 feet, and you have a flying speed of 30 feet. Your statistics, other than your size and speed, are unchanged. Anything you are wearing transforms with you, but nothing you are carrying does. You revert to your true form if you die.
  • Mist Form: While in mist form, you can't take any actions, speak, or manipulate objects. You are weightless and have 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. You have advantage on Strength, Dexterity, and Constitution saving throws, gain a number of temporary hit points equal to twice your level, and are immune to all nonmagical damage, except the damage you take from sunlight.
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