You have inherited the gift and curse of Strahd von Zarovich by succumbing to his bite and imbibing his unholy blood. You are now considered undead for the purpose of detection spells, and have gained a number of strengths and weaknesses.
Vampiric Hunger
You crave living blood. The hunt for blood is an intoxicating dance. The taste of blood brings ecstasy; its nourishment brings strength. Abstaining from this hunger for too long will hinder you, whereas feasting will unlock your full powers. To be sated, you must consume the blood of a creature with equivalent hit points/dice,
- If starved... If you have not hunted and consumed living blood by the third moon since your last meal, you take 1 point of exhaustion.
- If sated... For 1 day after sating your vampiric hunger, you have your full vampiric strength:
- Regeneration. At the start of your turn, you regenerate hit points equal to a roll of 1 hit die + your CON modifier.
- Undead Resilience. You are resistant to bludgeoning, piercing, and slashing damage from non-magical weapons.
Vampiric Abilities
Your undead nature grants you access to the following new gifts:
- Charm. As an action, you 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 (DC = 8 + prof + CHA bonus) against this magic or be charmed. The charmed target regards you as a trusted friend to be heeded and protected. The target isn’t under your control, but it takes your requests and actions in the most favorable way and lets you bite it. 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.
- Bite. Melee Weapon Attack: As a bonus action, make a melee weapon attack [1d20 + proficiency bonus + STR modifier], reach 5 ft., against one willing creature, a creature that is grappled by you, or a creature that is otherwise incapacitated or restrained. Hit: 7 (1d4 + STR) piercing damage plus 1d6 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.
- Misty Escape. When you drop to 0 hit points outside your resting place, you transform into a cloud of mist instead of falling unconscious, provided that you are not 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 vampire form, and must reach your resting place within 2 hours or be destroyed. Once in your resting place, you revert to your vampire 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
Vampiric Weaknesses
Your undead nature inflicts you with the following curses:
- Forbiddance. The vampire can’t enter a residence without an invitation from one of the occupants.
- Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.
- Stake to the Heart. If a piercing weapon made of wood is driven into the vampire’s heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.
- Sunlight Hypersensitivity. The vampire takes 10 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Comments