Ring, unknown rarity (requires attunement by a A humanoid must focus on this ring for 1 long rest while wearing it, wit h a drop of their own blood on the gemstone. Removing this ring deals 8d10 necrotic damage to the wearer, and they must make a Wisdom save or be compelled to put it back on.)
- Add plenty of disadvantages to help balance out abilities, such as; Wisdom saves when exposed to blood, Sunlight sensitivity,
- Requirement of 16th level, or the wearer takes 10d10 psychic damage immediately, and again at each sunrise.
- Superhuman Strength: You are a true Vampire. Your Strength score increases by 2, and you have advantage on strength checks and saves.
- Superhuman Speed and Reflexes: Your Dexterity score increases by 2, and you have advantage on dexterity checks and saves.
- Enhanced Durability: As a Vampire, you are highly durable. Your Constitution score increases by 2, and you have advantage on constitution saves.
- Regeneration: As a bonus action, you can regain 1d10 hit points as a reaction after being hit. You can use this ability once per long rest, and the hit die increases by 1 for each level increase above 16.
- Extrasensory Perception: You have Darkvision up to 120 feet. You cannot discern color in darkness, only shades of gray.
- Dark Composition: You can shapeshift into any fluid like substance (of the DM's discretion) once per long rest.
- Intangibility: You gain the ability to become incorporeal twice per long rest.
- Lair: As a Vampire, you require a Lair in which you can go to recover. You can designate up to 3 Lairs at a time, but they must all be free from sunlight, and cannot be within 200 miles of each other.
- Immortality: If you take fatal damage and die, you become a cloud of black mist, and must make it to within 1 mile of your Lair within 3 hours or you perish.
- Hematophagy: 4 times per long rest you must consume at least 1 liter of humanoid blood, or suffer 1d10 necrotic damage for each feeding missed.
- Hemokinesis: 2 times per long rest you can manipulate any freestanding blood that you can see within 30 feet of you, shifting it to any form proportionately within reason.
- Familiar Control: You gain a familiar of your choice after 1 day of wearing this ring.
- Shapeshifting: Once per long rest at 17th level, you can use the spell True Polymorph at will, gaining another use at 19th level.
- Hypnosis: (Charm Person) 3 times per long rest you can cast the spell Charm Person, with a Wisdom DC of 17. This bypasses any Fey Ancestry benefits.
- Gravity Defiance: (At higher levels) 2 times per long rest, you can cast the spell Spider climb at will.
- Sunlight Sensitivity: If the wearer of this ring is within direct sunlight, wether covered by clothing or not, they suffer disadvantage on all ability checks and saves.
- Blood Frenzy: When the wearer of this ring is exposed to blood by sight, touch, or smell, they must make a DC 25 Wisdom save, or enter a blood crazed state, and attack the nearest humanoid.
- Blood Curse: If this ring is removed from the wearer, they immediately take 8d110 necrotic damage, and must make a DC 28 wisdom save, or be compelled to don the ring once more.
Notes: A humanoid must focus on this ring for 1 long rest while wearing it, wit h a drop of their own blood on the gemstone. Removing this ring deals 8d10 necrotic damage to the wearer, and they must make a Wisdom save or be compelled to put it back on.
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