Level
5th
Casting Time
1 Bonus Action
Range/Area
Self
Components
V, S, M *
Duration
Concentration 1 Minute
School
Transmutation
Attack/Save
None
Damage/Effect

Drawing dark magic to combat dark magic (or not, your choice), you take on many traits of vampires of legend without fully becoming one. For up to a minute or until you lose concentration you gain the following benefits.

  • You gain a fly (hover) speed of 80 ft.
  • You regain 5 Hit Points at the start of each of your turns
  • When you take the attack action, you can substitute a bite attack instead of a weapon attack or unarmed strike, dealing 2d6 magical piercing damage on a hit. You are proficient with this attack and it uses your strength modifier
  • You have advantage on Dexterity and Strength saving throws
  • You resist necrotic damage and nonmagical bludgeoning, piercing, and slashing damage

However, you also gain the following drawbacks of vampires

  • Sunlight Hypersensitivity- You take 10 radiant damage when you start your turn in sunlight. While in sunlight, you has disadvantage on attack rolls and ability checks.
  • Harmed by Running Water- You take 20 acid damage if you ends your turn in running water.
* - (A small flask of holy water and some garlic. If not provided, this spell turns you into a vampire, removing all racial and class features and replacing everything in your character sheet with the stat block of a vampire, including an insatiable bloodlust.)

Available For: Cleric (Legacy) Wizard (Legacy) Blood Hunter - Order of the Profane Soul (INT)

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