Base Class: Fighter
You were bitten by a vampire and now are dealing with this strange new magic that flows through your veins. Not all of the side effects are good, but you know that if you can survive the disadvantages, the advantages are sure to be extreme.
Vampiric bite
You have gained a thirst for blood. As a bonus action you can bite a creature within 5 feet of you. On a hit, you deal 1d6 damage plus strength mod and a creature containing blood (this excludes undead and constructs) makes a constitution saving throw equal to 8+strength+proficiency. On a failed save, you deal 2d6 necrotic damage, the creatures Max hit points are reduced by the damage done, and you regain hit points equal to the damage done. On a success, you deal half as much and their max hit points aren't reduced. You can do this a number of times equal to your charisma modifier per long rest.
The damage dice increase to d8s at level 6, d10s at level 11, and d12s at level 16.
Vampire Weakness
You have gained power since becoming a vampire, but you have also gained weaknesses.
Sunlight Sensitivity- You have disadvantage on attack rolls and ability checks while you are in direct sunlight.
Radiant Vulnurabilty- You are vulnerable to Radiant Damage
Fear of Running Water- You are completely terrified of running water. When within 10 ft of running water, roll a wisdom saving throw DC 16. On a fail, you must immediatly move as far away from the water as possible, using a dash action if it's possible.
Shapechanger
If you aren't in sunlight or running water, you can use your action to polymorph into a Tiny bat 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. The only actions you can take while a bat are dash, disengage, dodge, hide, or to revert back to your original form. Anything you are wearing transforms with you, but nothing you are carrying does. You revert to your true form if you die.
Supernatural ability
You have gained some supernatural abilities as a vampire.
Spider climb- You can climb on difficult suraces, inlcuding upside down on ceilings, without needing to make an ability check.
Charming- People find you earily charming. You have advantage on Charisma Persuasion and Deception checks.
Supernatural Regeneration
You have become more in tune with the vampirism, and you have started to begin the ability to heal rapidly. When you use your hit dice to restore health during a short rest, you may roll the dice twice and use either number.
Charm
You target one humanoid it can see within 30 feet of you. If the target can see you, the target must succeed on a wisdom Saving throw equal to 8+proficiency+charisma or be charmed by you. The Charmed target regards you as a trusted friend to be heeded and protected. Although the target isn't under your control, it takes your requests or actions in the most favorable way it can, and it is a willing target for your bite attack.
Each time you or your campions do anything harmful to the target, it can repeat the saving through, ending the effect on itself on a success. Otherwise, the effect lasts 1 minute. This ability requires your concentration, and you have to roll a concentration check like any other spell.
You can do this once per short rest.
True Vampire
You have become a true vampire, gaining supernatural speed and strength.
Your strength score is incresed by 4, and the max score is increased by 4 as well.
Your dexterity score is increased by 4, and the max score is increased by 4 as well.
Your walking speed is increased by 20.
You have become resistant to necrotic damage.
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Posted Jun 4, 2020This seems legit, but the points at which you gain these powers (per level) is unlisted.