Condition: Vampirism
Sireline: [Write who turned you into a Vampire]
Pros
Vampire Eyes
Vampiric Immortality
Unaging: You do not age.
Spider Climb: The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampiric Skin: Take half damage from non-magical weapons unless its wood or silver
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 or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
Bite: Counts as a melee weapon attack. One willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (
1d10+2 ) piercing damage plus
3d6 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.
Cons
Vampire's Curse Of Trespasing
Your Reflections are
WEIRD! [Can vary!]
Garlic smells bad: You cannot smell ANYTHING when Garlic is around. It's smell is so strong you just cant smell anything over it
Fire BAD!: Take maximum damage from all fire damage AND take double that D:
You do not receive any HP from healing potions
Wood: Wood is lethal to vampires, especially when carved into stakes, which can be used to pierce their hearts. This is one of the best ways to permanently kill a vampire.
Harmed by Running Water: The vampire takes 20 acid damage if it is in running water.
Notes
Undead Trait
It's a Vampire :/
BPM = 40 [100 When Feeding]
You have vampire fangs
As Vampires get older, it is common for them to grow in strength
The sunlight will burn you. Sunlight will disable most if not all your powers
Tainted-Blood: The Blood of the undeads will harm you. Drinking tainted-blood can even be able to incapacitate vampires briefly.
Stat Modifier
Vitality: +200
Vampiric Features
Explaining
So unlocking features on this list is up to the DM. Some vampires can have more than other while some only have 1-2 some really strong ones by have a few more.
List Of Features
Rare Seed:
Gain a unique power from vampirism [RARE!] [DM's Choice]
Shapechanger:
If the vampire isn't in sun light or running water, it can use its action to polymorph into a
Bat or back into its true form. While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.
Children of the Night
(1/Day)
The vampire magically calls
2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call
3d6 wolves instead[If Level 10]. The called creatures arrive in
1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.
Charm:
The vampire targets one humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a DC 15 Wisdom saving throw 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 bit 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.
Compulsion:
LINK!
Shifting Claws:
You can shift your fingers into claws and back into fingers.
This increases their damage and makes them count as a melee weapon for the purposes of other features.
+
1d20 damage [Changes the blunt punch damage to slashing damage instead]
Beast Of The Night:
Your hands shape into powerful claws that will increase your unarmed attcked by +10 damage and will make creature that get hit by them roll a CON saving throw DC 10, if they fail they will gain the bleeding effect [Need to have taken the claws features from vamp already tho]
Vampiric Thief:
Damage that's dealt by your fangs or claws will give you HP equal to half that amount of damage.
You don't get the vampire regeneration feature
Health Cap per turn is 60
Faking Humanity:
You can hide your fangs and lower the glow of your eyes so you may hide.
This feature does not work if you are a hungry vampire tho so do make sure to stay well fed.
Still Heart:
A vampire can turn this on and off as a bonus action.
When Active:
You roll advantage on stealth checks
-6 on ALL strength checks
Your heart will stop
You will take 10X Damage
Your powers are MUCH Weaker [80%-100% weaker]
Animal Control:
Can control creatures like bats, rats, wolves, and spiders much easier and even ones you did not summon.
Blood Bond:
Will rework this one in the future.