Vampirism

Vampires are the necromantic reanimation of a person using the persons memories as a basis for the creatures construction. The being however is a completely new individual with only vague memories of "their" past life. There are two major kinds of Vampire  

Greater Vampires

  Sometimes known as "Vampire Lords" or "True Vampires" these vampires are true monsters to behold. With a slew of supernatural powers they are all extremely dangerous creatures. On top of this they have a deadly thirst, requiring a victim every night for them to survive. Its nearly impossible for all but the most powerful necromancers to control a Greater Vampire, let alone create one and their origin is a mystery. Vampire Lords can create Lesser Vampires from those they bite if they will it. Often a vampire lord will create a small coven of allies to defend itself from harm. If a Vampire Lord is slain one of its coven will take its place as the lord, inheriting its power, in this way its very difficult to actually lower the number of Vampire Lords in existence, since often at least one of the coven survives. Greater Vampires host a number of abilities such as shapeshifting into various nocturnal creatures. Having powerful mind control effects and being horrifyingly strong and fast. They are also incredibly durable with only a small number of abilities being able to permanently end their unholy lives  

Lesser Vampires

  Sometimes known as "Vampire Spawn". These vampires do not have all the powers of the greater vampires. They have no shapeshifting or mind control powers but do share in their stronger kinds strength and speed although to a lesser degree. They also have a lesser healing factor and are difficult to kill to say the least. They don't need to feed nearly as often as their greater kin, only one feeding every three nights or so and even then they do not need to kill their target. Multiple feedings on the same target will eventually mark it, permanently altering the targets physiology to accept the vampiric curse. When someone marked in such a way eventually dies theier corpse, provided it has not been mangled, will rise from the dead on the next evening.  

Weaknesses

  All vampires share a number of weaknesses. Here are the most common: [list] Sunlight: All Vampires are hurt by direct sunlight and often wear heavy clothes, wide brimmed hats and shaded glasses during the day. Garlic: Not directly harmful but something in the flower causes vampires great distress. They will typically avoid it. Silver: Silver also has an adverse reaction to vampires who burn at its touch. Silvered weapons are often employed by vampire hunters for this reason. Heart Piercing: Stabbing the heart on a vampire is fatal to them, as much as mortal creatures. They cannot regenerate their heart.

Transmission & Vectors

Vampirism is most commonly transmitted via bite. A single bite is all a Greater Vampire needs to convert someone (provided they do not kill the individual) but Lesser Vampires would require multiple bites on the same victim in a short amount of time.   Additionally necromancers with enough power can raise vampires as undead servants though this is taxing both to raise and control these powerful undead.

Symptoms

Vampires appear paler than normal, with red eyes and pointed ears even on races that normally lack them. Additionally they feature prominent fanged canines.

Treatment

There is no known cure for Vampirism except death.

Vampire Stat Changes

Ability Score Increase +2 to Strength, Dexterity & Constitution
Size Medium
Speed You gain a Climb speed equal to your original movement speed.

  • Darkvision If your former race didn't have darkvision you now gain Darkvision out to 60 feet.
  • Regeneration As a vampire you cannot be killed by conventional means. If you are reduced to 0 or Negative HP you lose conciousness but do not make death saving throws and cannot fail any even if attacked while unconcious. You simply stabalize. See "Vampiric Weaknesses" for methods of overcoming this benefit.
  • Claws You gain a claw attack which deals 2d4 slashing damage. You may use either strength or dexterity for this attacks modifier.
  • Bite You may make a bite attack against either a willing target or one that is grappled by you, incapacitated or restrained. This attack deals 1d6 piercing and 2d6 necrotic damage. You heal for the ammount of necrotic damage. You then heal for the amount of necrotic damage you delt. If the target is reduced to 0 HP by this attack they are killed. This attack is based on either strength or dexterity.
  • Scent Vampires have a very strong sense of smell, and can pick up the scent of blood extremely well, even in adverse conditions. You gain advantage on perception checks involving scent in any way.
 

Vampiric Weaknesses

  • Running Water Being submerged in running water causes a vampire to take 5 acid damage every turn. This damage will cause a vampire to suffer failed death saving throws even through their regeneration.
  • Stake to the Heart If an unconcious or sleeping vampire suffers an injury of a wooden stake through the heart then they are immediately killed. A concious and fighting vampire does not have this weakness.
  • Sunlight Hypersensitivity While standing in direct sunlight with no protective clothing a vampire takes 5 radiant damage every turn it remains in the sunlight. This will cause the vampire to suffer failed death saving throws, even through their regeneration.
  • Garlic Aversion Certain flowers, such as the common Garlic, are too strong for the Vampires sensitive nose and cause great discomfort to them. While not directly harmful garlic causes extreme discomfort to vampires who will often go out of their way to avoid it.

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