When you first attune to this item, the DM tells only you the effects of this amulet(unless they decide that a roll is made to see if anyones PC notices any changes in your character).
While you wear this amulet, and you gain the following benefits:
- Creature Type. You are considered Undead in addition to your other creature types and races.
- Unending Life. You no longer feel the effects the of aging, and can't die from aging.
- Fanged. You gain a set of sharp fangs.
- Night Sight. You gain 120 feet of Darkvision.
- Unholy Body. You gain +3 to Strength, Dexterity, and Constitution.
- Unholy Wisdom. You gain +2 to Intelligence, and Wisdom.
- Unholy Charm. You gain +4 to Charisma.
- Vampire's Magic. This amulet has 5 charges, you can use 1 charge to cast the following spell: Charm Person(DC17 or your spell save DC whichever is higher) at 1st lvl. Although the target isn’t under your control, it takes your requests or actions in the most favorable way it can, and is a willing target for your bite attack(You automatically hit). 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 die, are incapacitated or on a different plane of existence than the target, or take a bonus action to end the effect; the target does not know it was charmed. You regain 1d4+1 charges on a long rest.
- Always Clean. You gain the ability to cast the Prestidigitation cantrip at will.
- Undead Resistance. You gain Resistance to Necrotic damage.
- Breathless. You don't require air to breathe.
- Undead Movement. Your innate walking speed is 40 feet, and you gain a innate climb speed of 40 feet.
- Spider Climb. You can climb difficult surfaces, including along ceilings, without needing to make an ability check.
- Rabid Regeneration. In combat you regain 1d10 hit points at the start of your turn if you have at least 1 hit point and aren't in direct sunlight or running water. This trait doesn’t function at the start of the your next turn if you are effected by the incapacitated condition, paralyzed condition, have taken radiant damage, damage from holy water, or damage from silvered weapons.
- Slow Regeneration. Every hour you regain 1d6 hit points outside of combat. This trait doesn't function if you are effected by the incapacitated condition paralyzed condition, have taken radiant damage, damage from holy water, or damage from silvered weapons in the last hour.
- Shapechanger. If you aren't in sunlight or running water, you can use your Action to polymorph into a tiny-sized bat or a medium-sized 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're wearing transforms with you, but nothing you're carrying does. you revert to your true form if you die or are incapacitated.
While in mist form, you can’t take any actions(besides transforming back to your true form), speak, or manipulate objects. You're 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 resistant to all nonmagical damage, except the damage you take from direct sunlight.
- Vampire's Grapple. When you hit with a unarmed melee attack, instead of dealing damage you can choose to grapple the target if they are large or smaller. If they use a Action to attempt to escape(DC 16 or the DC is 8 + Prof. Bonus + Str. Bonus, whichever is higher): They must either make a Str(Athletics) check or a Dex(Acrobatics) check to see if they can escape your grapple.
- Vampire's Bite. Once per turn: You gain the ability to use your Bonus Action to bite(your unarmed To Hit bonus) a target under the following condition: If you are in your true form, within 5 feet of the target, the target is willing or has any of the following conditions: grappled, incapacitated, or restrained. The target makes a Constitution saving throw(DC 17 or the DC is 8 + Prof. Bonus + Con. Bonus, whichever is higher):
If the target succeeds: They take 1d6+4 piercing damage.
If the target fails: They take 1d6+4 piercing damage plus 4d6 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.
Undead Curse. The amulet is cursed by undead magic, but is only when you wear it. When the Identify, Remove curse spell, or similar magics is cast on this amulet, the player casting that spell must make a Int(Arcana) or Wis(Religion) check(DC 35) to reveal or remove the curse; you cannot remove this amulet while you are afflicted by it's curse.
You gain the following Drawbacks:
- Bonded Curse. Dying or resurrecting doesn't end the curse from this amulet.
- Restless Body 1. You gain no healing from the effects of Short Rests.
- Restless Body 2. You gain no healing from the effects of Long Rests.
- Silver Weakness. You take double damage from silvered weapons.
- Fire Weakness. You have vunerability to fire damage.
- Holy Weakness. You have vunerability to radiant damage.
- Sunlight Sensitivity. You take 4d6 Radiant damage if you start or end your turn in direct sunlight. While in direct sunlight, you have Disadvantage on attack rolls and ability checks. You can hold something(umbrella, parasol, Etc.) in one or both hands that would provide you shade that would negate the damage, and the Disadvantage on attack rolls and ability checks.
- Radiant Death. When you drop to 0 hit points in direct sunlight, you immediately fail all death saving throws.
- Running Water. You take 4d6 acid damage if you start or end your turn in running water.
- Watery Death. When you drop to 0 hit points in running water, you immediately fail all death saving throws.
- Ashy Death. When you die in water or direct sunlight, You turn to ash, disappear with the wind, and cannot be revived.
- Stake To The Heart. If a piercing weapon made of wood is driven into your heart while you are sleeping or incapacitated, you are paralyzed until the stake is removed.
- Altered Diet. You no longer gain nutritional value from food or water. Your primary form of sustenance is humanoid blood you need to consume 3 times as much of humanoid blood to stave of thirst, if you choose to consume non-humanoid blood you must drink 2 times as much to gain the same nutritional value as humanoid blood.
- Exhausting Thirst. When you gain a point of exhaustion from this effect, you must succeed a Wisdom Saving Throw(DC12 + 2 x your current exhaustion level):
If you succeed: You stave off your eternal thirst for now.
If you fail: You fail to control your urges; You attack the closest humanoid to you, prioritzing those that are defenceless, before each time you attack you can repeat the saving throw to see if you can overcome your urges. You always attempt kill anyone you knock unconscious.
- Supernatural Threshold. You can’t enter a residence(someones personal home) without an invitation from one of the occupants.
- Consecrated Ground. You may be unable to enter or walk on consecrated ground, such as blessed graveyards or churches, due to your association with the undead(The DC is up to your DM, you could take damage from this as well).
- No Reflection. You have no reflection, you only remember of what you looked like and must have someone describe you, or you must have someone of a artistic nature paint, sketch, or sculpt(whatever you DM approves of as a artistic expression) your true appearance or else you may forget yourself after a long time.
- No Shadow. You cast no shadows from any source of light.
- Undead Being. Most Paladins and Clerics know what you are and may attempt to take your life due to your undead form.
If you wear this amulet for 45 days this amulet gains the following effects:
- Undead Bond. Only a Wish spell can cure the curse from this amulet.
If you wear this amulet for 135 days this amulet gains the following effects:
- Undead Forever. You're forever changed. Nothing can end the curse from this amulet.
Notes: Sense: Darkvision, Bonus: Ability Score Maximum, Bonus: Ability Score Maximum, Bonus: Ability Score Maximum, Bonus: Ability Score Maximum, Bonus: Ability Score Maximum, Bonus: Ability Score Maximum, Stacking Bonus: Strength Score, Stacking Bonus: Dexterity Score, Stacking Bonus: Constitution Score, Stacking Bonus: Intelligence Score, Stacking Bonus: Wisdom Score, Stacking Bonus: Charisma Score, Resistance: Necrotic, Set: Innate Speed (Walking), Set: Innate Speed (Climbing), Vulnerability: Fire, Vulnerability: Radiant, Buff, Social, Utility, Cursed
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
5/14/2025 6:18:12 AM
|
24
|
0
|
1.0
|
Coming Soon
|
|
|
5/14/2025 6:38:16 AM
|
27
|
0
|
1.1
|
Coming Soon
|
|
|
5/15/2025 12:30:10 AM
|
30
|
0
|
1.2
|
Coming Soon
|
|
|
5/18/2025 2:42:21 AM
|
33
|
0
|
1.3
|
Coming Soon
|
|
|
5/18/2025 3:31:06 AM
|
36
|
0
|
1.4
|
Coming Soon
|
|
|
9/10/2025 6:46:41 AM
|
46
|
1
|
1.5
|
Coming Soon
|
Comments