Bloodborn Weaknesses. The bloodborn has the following flaws:
Forbiddance. The bloodborn can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The bloodborn takes 20 acid damage when it ends its turn in running water.
Sunlight Hypersensitivity. The bloodborn takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
Undead Nature. A Bloodborn doesn't require air.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Drink. Melee Weapon Attack: +4 to hit, reach 5 ft., one target that has less than half its maximum hit points. Hit: The bloodborn regains 7 (2d6) hit points.
Multiattack. The vampire makes two attacks, only one of which can be it's Drink attack.
Description
Blood holds a special significance to vampires: other creatures need it to live and a vampire's unlife is entirely dependant on its ability to take blood from others. Some vampires use blood to fuel other ambitions, chiefly necromancy, though other creatures can use the blood necromancy of vampires, provided they can somehow learn the secrets from a vampire. The simplest of such creatures to create is a bloodborn: a creature with all of a vampire's thirst for blood but none of its elegance, entirely loyal to the vampire that created it. A bloodborn lacks fangs, but it still thirsts for blood, so most bloodborn carry bladed weapons, eagerly lapping at the vital fluid of their victims in combat.
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