Auspex. The vampire gains proficiency in Wisdom saving throws. It has advantage on Wisdom (Perception) checks, with a +5 bonus to its passive Perception (included). It also gains telepathy within a range of 120 ft. and can cast detect thoughts (Wisdom is the spellcasting ability, DC 13), at will and without components.
Dominate. The vampire gains proficiency in Intelligence saving throws. It also can cast suggestion and modify memory (Intelligence is the spellcasting ability, DC 15) at will and without components, so long as the target creature isn't averting its eyes. (Older, more powerful vampiric individuals may be able to cast the latter spell as a level higher than 5th.)
Fortitude. The vampire gains proficiency in Constitution saving throws. Its Constitution score is improved by an additional +4 (included), and it has resistance to poison and all bludgeoning, piercing, and slashing damage. Additionally, its Regeneration still functions if it take fire damage, and Sunlight Sensitivity causes it only half the normal damage (included).
Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight. If the vampire takes radiant damage, this trait doesn't function at the start of the vampire's next turn.
Stake to the Heart. The vampire is paralyzed if a piercing weapon made of wood is driven into its heart. This can be achieved by a melee attack when the vampire is unconscious or by a melee or ranged critical hit on a vampire that is blinded, incapacitated, restrained, or surprised.
Sunlight Hypersensitivity. The vampire takes 5 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Multiattack. The vampiric enchanter makes three Arcane Burst attacks or two melee attacks. One of them may be a bite attack.
Arcane Burst. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 120 ft., one target. Hit: 19 (3d10 + 3) psychic damage.
Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 14).
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 14).
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 5 (1d6 + 2) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains 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.
Spellcasting. The enchanter casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 15):
At will: friends, mage hand, message
2/day each: charm person, mage armor, hold person, invisibility, Tasha's mind whip, tongues
Protean Claws. As bonus action, the vampire transforms its hands into vicious claws and can use them to make melee weapon attacks. They count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Instinctive Charm (Recharge 4–6). When a visible creature within 30 feet of the enchanter makes an attack roll against it, the enchanter forces the attacker to make a DC 15 Wisdom saving throw. On a failed save, the attacker redirects the attack roll to the creature closest to it, other than the enchanter or itself. If multiple eligible creatures are closest, the attacker chooses which one to target.
Preternatural Dodge. The vampire's preternatural agility allows it to perform the Dodge action as a reaction in response to an attack or effect it is aware of.
Description
Not all vampiric humanoids are master vampires (such as the Count of Barovia) or their enthralled spawn. Master vampires and their spawn are possessed of unholy magic, which is a source of their mystical powers and strange weaknesses. Other vampiric humanoids are afflicted by a variant blood curse that imbues its subject with ageless unlife in return for an insatiable hunger to consume blood. These vampiric individuals are spared the strange mystical weaknesses of master vampires and their spawn, while their new nature augments their physical abilities. They also can have a range of different supernatural powers, though they vary between vampiric individuals and often run in bloodline lineages (wherein younger generations tend to develop powers from among those of the older generations that sired them). Kindred vampires related through blood descent often consider themselves a vampiric clan.
Wake up in the New Blood. Kindred vampires are created in a similar way to other vampires. After dying, they are brought across to their undead nature by being fed blood of a vampiric sire. This transformation is traumatic, and not every intended vampiric progeny survives the turning. Those who do become the new bloods in their vampiric clans. The progeny often feel a bond of loyalty to their vampiric sire, but they possess their own individual mind and will and can walk away from, or even betray, their maker.
A World of Darkness. These vampiric humanoids, like all vampires, are driven by a hunger for living blood. It is their only nourishment, but even a deep drink from a living donor will slake their thirst only for a night. Hunger drives them to drink deeper and deeper, until the last fatal portion becomes the most satisfying. A vampiric humanoid that feeds regularly (either by hunting victims or feed on a herd of donors) maintains a body that appears to be warm and alive. Without regular fresh blood, a vampiric humanoid will go mad from hunger, desiccate into an increasingly corpse-like figure, and eventually fall into a motionless torpor until fed. A newly turned vampiric humanoid doesn't automatically become evil, but the beastly hunger inside certainly makes it impossible to remain of good alignment. Inevitably over time, the hunger pushes vampiric humanoids toward evil, and only a noble few can resist for long.
Undead Nature. A vampiric humanoid does not require air.
Wizards pursue magical power through the study of arcane texts. Some travel the world searching for esoteric tomes, which can bring them into contact with vampiric clans eager for such a new recruit. Enchanters know how to magically influence minds. Malevolent enchanters are some of the most evil of all spellcasters, especially those who become vampires.
Vampiric Template
The most common vampiric humanoids are humans, but it is thought that most other humanoid races be turned into vampires too. Whether a vampiric humanoid of one race can sire a vampiric humanoid of a different race is a matter of conjecture. When a humanoid becomes vampiric, it retains all its statistics except as noted below.
Ability Scores. The humanoid's Strength, Dexterity, and Constitution become 14, or if they are already higher they are increased by 2 (to a maximum of 20).
Armor Class. The humanoid gains a +2 bonus to AC (natural armor) when not wearing armor.
Actions. A vampiric humanoid can take the multiattack action to make two melee attacks (unless it already is capable of making more), only one of which may be a bite attack. The humanoid's unarmed strikes deal 1d4 bludgeoning damage if they don't already deal more. The humanoid can attack with claws that deal 2d4 slashing damage. Both use Strength for the attack and damage bonus, and instead of dealing damage either can grapple the target (escape DC is 8 + proficiency bonus + Strength bonus). It also can make a bite attack using Strength against a creature that is grappled by it, incapacitated, or restrained for 1d6 piercing damage plus 2d6 necrotic damage. (The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains 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.)
Challenge Rating. A vampiric humanoid's CR increases by 4 (which also may increase its proficiency bonus).
Damage Resistances. The humanoid has resistance to necrotic and bludgeoning, piercing, and slashing damage from nonmagical attacks.
Hit Dice. The humanoid gains 4 hit dice (d8) and their extra hit points like any monster, but it can't spend any hit dice to regain hit points.
Senses. The humanoid gains darkvision with a radius of 60 feet and proficiency in the Perception skill, if it doesn't already possess them.
Special Traits. The humanoid acquires the Protean Claws bonus action, Preternatural Dodge reaction, Regeneration, Stake to the Heart, Sunlight Sensitivity, and Undead Nature (above). In addition, a vampiric humanoid gains two of the following features (older, more powerful vampiric individuals may possess more).
Auspex. The vampire gains proficiency in Wisdom saving throws. It has advantage on Wisdom (Perception) checks, with a +5 bonus to its passive Perception. It also gains telepathy within a range of 120 ft. and can cast detect thoughts (Wisdom is the spellcasting ability), at will and without components.
Celerity. The vampire gains proficiency in Dexterity saving throws. Its Dexterity score is improved by an additional +4 (to a minimum of 16 and a maximum of 22), and its walking speed increases by 20 feet.
Dominate. The vampire gains proficiency in Intelligence saving throws. It also can cast suggestion and modify memory (Intelligence is the spellcasting ability) at will and without components, so long as the target creature isn't averting its eyes. (Older, more powerful vampiric individuals may be able to cast the latter spell as a level higher than 5th.)
Fortitude. The vampire gains proficiency in Constitution saving throws. Its Constitution score is improved by an additional +4 (to a minimum of 16 and a maximum of 22), and it has resistance to poison and all bludgeoning, piercing, and slashing damage. Additionally, its Regeneration still functions if it take fire damage, and Sunlight Sensitivity causes it only half the normal damage.
Obfuscate. The vampire has advantage on Dexterity (Stealth) checks. It also can cast pass without trace (Wisdom is the spellcasting ability) at will and without components, and while under this effect it can hide even if it is not obscured so long as it is more than 10 feet away from other creatures. Additionally, it can take the Hide action as a bonus action on its turn.
Potence. The vampire gains proficiency in Strength saving throws. Its Strength score is improved by an additional +4 (to a minimum of 16 and a maximum of 22). Additionally, its claws deal 2d8 slashing damage and its unarmed strikes 1d8 bludgeoning if the attack doesn't already deal more.
Presence. The vampire gains proficiency in Charisma saving throws. It has advantage on all Charisma ability checks. It also gains the Charm action.
Charm. The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a Wisdom saving throw (DC is 8 + proficiency bonus + Charisma bonus) against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn’t under the vampire’s control, it takes the vampire’s requests or actions in the most favorable way it can, and it is a willing target for the vampire’s bite attack.
Each time the vampire or the vampire’s 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 the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
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