Vampirism Image

This Feat cannot be taken in place of an Ability Score Improvement.

You have become a Vampire, either a Vampire Spawn or a True Vampire depending on the circumstance of your death and subsequent turning. Each day you must rest in your resting place, in whatever form that may be. When you take a Long Rest in your resting place, you are Incapacitated for the duration. If you fail to return to your resting place at least once per day, you are destroyed.

While you are a Vampire, you retain all class features and racial abilities and your Alignment becomes Lawful Evil.

When your turning is complete, you gain the following traits:

Your creature type is Undead.

You have resistance to Bludgeoning, Piercing, and Slashing damage from nonmagical weapons.

Your Strength, Dexterity, and Constitution scores are raised to18 if they are not higher already.

You gain Darkvision to a range of 60 feet if you don't already have equal or superior Darkvision.

Regeneration. You regain 10 hit points at the start of your turn if you have at least 1 hit point and aren't in sunlight or running water. If you are a True Vampire, your regeneration in increased to 20 per turn. If the you take radiant damage or damage from holy water, this trait doesn’t function at the start of your next turn. 

Spider Climb. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Vampire Weaknesses. You have the following flaws:
Forbiddance.  You can’t enter a residence without an invitation from one of the occupants.

Harmed by Running Water. You take 20 acid damage when you end your turn in running water.

Stake to the Heart. You are destroyed if a piercing weapon made of wood is driven into your heart while incapacitated in your resting place.

Sunlight Hypersensitivity. You take 20 radiant damage when you start your turn in sunlight. While in sunlight, you have disadvantage on attack rolls and ability checks.

Vampirism Image