Any creature with blood can become a vampire, gaining these features:
- +3 on every score.
-vampire parents: for the first month you are completely devoted to the vampire that turned you.
-immortality: you will never change your appearence or die from aging, starving, not breathing or drinking.
-darkvision: you gain darkvision 120 feet.
-spider climb: you can climb difficult terrain, even upside down, without ability checks needed.
-harmed by running water: you take 20 acid damage at the end of each turn you are in a running water.
-stake to the heart: if a piercing weapon made of wood is driven into your heart you are incapacitated and paralyzed until it is removed.
-solar hypersensibiloty: when you can see the sun, directly or from a mirror, you take 20 radiant damage each turn and you have disadvantage on saving trows and ability checks.
-bite attack: you gain a bite attack that deals 1d6 + strength piercing damage and 3d6 necrotic damage, his maximum points are reduced by the necrotic damage and heals you the same ammount as the necrotic damage.
-undead nature: you are an undead and spells behave as consequence.
-shapechanger: at level 10 you can use your action to polymorph into a bat (5 feet walking, 30 feet flying, you can't speak, statistics won't change and if you die you turn back to normal) or a cloud of mist (20 feet flying, you can't take any action or speak). Everything you are wearing turns with you.
-vampirism: at level 15 you can decide to turn someone into a vampire, after a bite attack that would kill the creature, that creature must make a constitution saving trow with DC 25, if it succeed it turns into a vampire, gaining this feat, in 1 night days.
-regeneration: at level 17 if you're not in running water or at the sun, you gain 20 hp at the start of each turn if you have 1 hp or more.
-legendary resistance (3/day): at level 20, if you fail a saving trow you can choose to succeed instead.
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