You have been raised by a Vampire and granted special abilities by becoming a vampire after the vampire that raised you allowed you to drink from them.
As an undead and a vampire you no longer need air to live and you gain a Strength, Dexterity, Constitution, and Charisma of 18.
You gain a bite and an unarmed strike attack.
- Unarmed Strike. You can make an unarmed strike that deals 1d8 bludgeoning damage + your Strength mod. Instead of dealing damage, the you can grapple the target (escape DC equal 8 + your Strength mod + your proficiency bonus).
- You can target one willing creature, or a creature that you have grappled, or that is incapacitated, or restrained to bite. The attack deals 1d6 + your Strength mod piercing damage plus 3d6 necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under your control.
You gain proficiency in stealth and perception, and in Dexterity, Charisma and Wisdom saves.
You gain 120ft of darkvision.
You gain resistance to necrotic and bludgeoning, piercing and slashing from nonmagical weapons.
You gain a +2 to AC.
You gain the following abilities and weaknesses:
Shapechanger. If you aren’t in sunlight or running water, you can use your action to polymorph into a Tiny bat or a Medium cloud of mist, or back into your true 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.
While in mist form, you can’t take any actions, speak, or manipulate objects. You are weightless, 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 you can’t pass through water. You have advantage on Strength, Dexterity, and Constitution saving throws, and you are immune to all nonmagical damage, except the damage you take from sunlight.
Legendary Resistance (3/Day). If you fail a saving throw, you can choose to succeed instead.
Misty Escape. When you drop to 0 hit points outside your resting place, you transform into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that you aren’t in sunlight or running water. If you can’t transform, you are destroyed.
While you have 0 hit points in mist form, you can’t revert to your true form, and you must reach your resting place within 2 hours or be destroyed. Once in your resting place, you revert to your true form. You are then paralyzed until you regain at least 1 hit point. After spending 1 hour in your resting place with 0 hit points, you regain 1 hit point.
Regeneration. The you regain 20 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 take radiant damage or damage from holy water, this trait doesn’t function at the start of your next turn.
Spider Climb. The you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Charm. As an action you can target one humanoid you can see within 30 feet of you. If the target can see you, the target must succeed on a Wisdom saving throw against this magic with a DC of 8 + your Charisma mod + your proficiency bonus or be charmed by you. The charmed target regards you as a trusted friend to be heeded and protected. Although the target isn’t under your control, it takes your requests or actions in the most favorable way it can, and it is a willing target for your bite attack.
Each time you or 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 24 hours or until you are destroyed, are on a different plane of existence than the target, or take a bonus action to end the effect.
Children of the Night (1/Day). You can magically call 2d4 swarms of bats or rats, provided that the sun isn’t up as an action. While outdoors, you can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as your allies and obeying your spoken commands. The beasts remain for 1 hour, until you die, or until you dismiss them as a bonus action.
Vampire Weaknesses. The you have the following flaws:
- 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 can be destroyed if a piercing weapon made of wood is driven into your heart while you are 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.
Legendary Actions: You can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. You regain spent legendary actions at the start of your turn.
Move. You can move up to your speed without provoking opportunity attacks.
Unarmed Strike. You can make one unarmed strike.
Bite (Costs 2 Actions). You can make one bite attack.
Previous Versions
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8/8/2021 2:09:51 PM
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8/8/2021 6:26:27 PM
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Coming Soon
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