One of my players, a lvl 7 rogue was bitten by a vampire and turned into a vampire spawn. Due to some extenuating circumstances, I am going to allow the PC to continue playing this character using the MM PCs as Vampires rule effectively with these changes:
1. STR, DEX, & CON become at least 18. 2. Gain resistance to Necrotic damage as well as bludgeoning, piercing, and slashing from non magical attacks. Also gain claws that can be used to do 2d4+4 damage. 3. Spider Climb: you gain a climbing speed equal to your walking speed. 4. 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 take radiant damage or damage from Holy Water, this trait doesn't function at the start of your next turn. 5. 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 (or at all if you do not have one). 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.
Am I doing this right? How do I incorporate this with DnD Beyond? Not sure what steps I need to take to make this changes in his character sheet in DnDB.
I think you're being waaaaaay too generous here. Essentially this is a huge buff to the player, except for the sunlight sensitivity.
Unless you're planning for them to continue functioning as a vastly overpowered PC (the resistance to nonmagical weapon damage alone is OP let along the rest), or they are going to be seeking a cure for vampirism, then I'd just make them change their race to Dhampir from Van Richten's Guide to Ravenloft as suggested by Xalthu.
Initially the plan was to have the PC join the baddie as this vampiric version as the vampire's spawn, so the party could fight their old buddy AND the vampire, and if they are successful and kill the baddie either his vampirism would weaken with the baddie dead, leaving him a dhampir PC, OR they could cast Greater Restoration and have him back as he was. Either way, is there a good way to meld this with the PC's DnD Beyond character sheet?
I’m not sure, I would probably just have them be a vampire and nerf the buffs down, like only 5 hp regen at beginning of their turn, or only 15 STR, DEX, and CON instead of 18
If the party is at level 7 a single Vampire of the kind in the Basic Rules is a Challenge rating 13 undead monster, and that would be Deadly unless there are 6 characters, and I note that while they can be defeated, destroying them entirely is extremely difficult. A Deadly encounter is meant to be tough enough to kill at least one member of the party. Adding in a single Challenge Rating 5 Vampire Spawn to fight with remains Deadly until you have at least 6 people fighting them. If one of the player characters has been turned against the party, how many are there to fight them?
You have used the rules for Vampires as PCs to make the conversion, which is fine, so they are only a little bit more powerful than a standard Vampire Spawn, but those have 11 hit dice. Does your player get the same? They would normally only have 7. Do they get the full 11 hit dice adjusted by their higher Con score? That would give them 94 hit points. The normal Vampire Spawn doesn't use weapons, does the PC version get to use theirs, and any of their other gear? Do they have any magic items? Does the new version get to use their class abilities? That would mean the new version gets Sneak Attack and whatever fun stuff they have from their sub-class. Do they keep their own mental stats?
The fight itself, the Vampire would be trying to use it's ability to Charm, and that would be taking some of the characters out of fight for at least a little while, and they wouldn't fight for it, but they would be trying to find ways to help it, and the only way to bring them back into the fight is to do damage to them. That's a win in every way for the Vampire, so they'd be doing that as often as they could to as many of the PCs as they could manage.
Where is the fight going to take place? If the are in the thing's Lair, it's got Legendary actions.
It's going to be a really tough fight no matter what size party there is. However many they have, they keep losing them if only shortly and they come back slightly damaged, meanwhile, their opponents are regenerating. That really seems unbeatable at level 7.
Bringing the character back would normally take a full Wish.
This is what I come up with, and you'll have to figure out which sub-class and what magic items, add a couple skills and pick one more that they have Expertise in.
Geann's Dhampir is what I come up with for after the fight and they get them back.
Need some help with this one:
One of my players, a lvl 7 rogue was bitten by a vampire and turned into a vampire spawn. Due to some extenuating circumstances, I am going to allow the PC to continue playing this character using the MM PCs as Vampires rule effectively with these changes:
1. STR, DEX, & CON become at least 18.
2. Gain resistance to Necrotic damage as well as bludgeoning, piercing, and slashing from non magical attacks. Also gain claws that can be used to do 2d4+4 damage.
3. Spider Climb: you gain a climbing speed equal to your walking speed.
4. 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 take radiant damage or damage from Holy Water, this trait doesn't function at the start of your next turn.
5. 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 (or at all if you do not have one).
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.
Am I doing this right? How do I incorporate this with DnD Beyond? Not sure what steps I need to take to make this changes in his character sheet in DnDB.
Thanks!
Why not use the dhampir lineage from ravenloft?
I think you're being waaaaaay too generous here. Essentially this is a huge buff to the player, except for the sunlight sensitivity.
Unless you're planning for them to continue functioning as a vastly overpowered PC (the resistance to nonmagical weapon damage alone is OP let along the rest), or they are going to be seeking a cure for vampirism, then I'd just make them change their race to Dhampir from Van Richten's Guide to Ravenloft as suggested by Xalthu.
Initially the plan was to have the PC join the baddie as this vampiric version as the vampire's spawn, so the party could fight their old buddy AND the vampire, and if they are successful and kill the baddie either his vampirism would weaken with the baddie dead, leaving him a dhampir PC, OR they could cast Greater Restoration and have him back as he was. Either way, is there a good way to meld this with the PC's DnD Beyond character sheet?
I’m not sure, I would probably just have them be a vampire and nerf the buffs down, like only 5 hp regen at beginning of their turn, or only 15 STR, DEX, and CON instead of 18
If the party is at level 7 a single Vampire of the kind in the Basic Rules is a Challenge rating 13 undead monster, and that would be Deadly unless there are 6 characters, and I note that while they can be defeated, destroying them entirely is extremely difficult. A Deadly encounter is meant to be tough enough to kill at least one member of the party. Adding in a single Challenge Rating 5 Vampire Spawn to fight with remains Deadly until you have at least 6 people fighting them. If one of the player characters has been turned against the party, how many are there to fight them?
You have used the rules for Vampires as PCs to make the conversion, which is fine, so they are only a little bit more powerful than a standard Vampire Spawn, but those have 11 hit dice. Does your player get the same? They would normally only have 7. Do they get the full 11 hit dice adjusted by their higher Con score? That would give them 94 hit points. The normal Vampire Spawn doesn't use weapons, does the PC version get to use theirs, and any of their other gear? Do they have any magic items? Does the new version get to use their class abilities? That would mean the new version gets Sneak Attack and whatever fun stuff they have from their sub-class. Do they keep their own mental stats?
The fight itself, the Vampire would be trying to use it's ability to Charm, and that would be taking some of the characters out of fight for at least a little while, and they wouldn't fight for it, but they would be trying to find ways to help it, and the only way to bring them back into the fight is to do damage to them. That's a win in every way for the Vampire, so they'd be doing that as often as they could to as many of the PCs as they could manage.
Where is the fight going to take place? If the are in the thing's Lair, it's got Legendary actions.
It's going to be a really tough fight no matter what size party there is. However many they have, they keep losing them if only shortly and they come back slightly damaged, meanwhile, their opponents are regenerating. That really seems unbeatable at level 7.
Bringing the character back would normally take a full Wish.
This is what I come up with, and you'll have to figure out which sub-class and what magic items, add a couple skills and pick one more that they have Expertise in.
Geann's Dhampir is what I come up with for after the fight and they get them back.
<Insert clever signature here>
Super helpful thanks guys!
No problem, always love helping out other d&d players or dungeon masters!