Vampirism
One of the most ancient and feared of all creatures, vampires can transform a mere town into a massacre overnight. A creature inflicted by vampirism appears as their usual self, except for their pale complexion and elongated fangs. Over time, however, many afflicted with vampirism acquire mannerisms of living a long life.
Those afflicted by vampirism often describe it as feeling hollow inside, and a part of them is replaced by the thirst for blood. The thirst is so strong that it can turn the most well disciplined vampires into a blood thirsty beast.
Vampires are typically spawned into this world when a mortal contracts Vampirism, dies, and is reborn undead. However, there are a variety of ways to contract Vampirism. Vampirism is contracted when a Vampire drains their victim of blood, and offers them their blood for them to be reborn. A Vampire may offer their blood to loyal servants, powerful allies, or loved ones they wish to elevate.
Other methods include ancient dark magic, divine curses, as well as powerful but cursed magical artifacts. Regardless of how you have become a Vampire, you should discuss with your GM what type of Vampire you would like to become.
Once you’ve become a vampire, you gain a set of traits that grow and change as you embrace your new life. These traits are represented by Vampire feats that you take when a class feature offers you an ASI.
Example: If you’ve taken +2 in an ability score at 4th level but become a vampire at 7th level, you lose the +2 ability score and gain the vampire feat at 4th level. The feats are presented in order as they occur and their effects are cumulative.
Prerequisites
In order to become a Vampire, you must meet the following prerequisite.
Complete a special task. Contract Vampirism from either being turned or through other magical means
Becoming a Vampire
Vampires are typically spawned into this world when a mortal contracts Vampirism, dies, and is reborn undead. However, there are a variety of ways to contract Vampirism. Vampirism is contracted when a Vampire drains their victim of blood, and offers them their blood for them to be reborn. A Vampire may offer their blood to loyal servants, powerful allies, or loved ones they wish to elevate.
Other methods include ancient dark magic, divine curses, as well as powerful but cursed magical artifacts. Regardless of how you have become a Vampire, you should discuss with your GM what type of Vampire you would like to become.
Vampirism Effects
Vampiric Transformation
You have begun your transformation into a vampire. You replace your 4th level ASI and gain the following traits: Bite: Your fangs extend allowing you to sate your hunger by drinking the blood of the living. Your bite is a natural weapon which counts as a simple melee weapon with which you are proficient. Add your Constitution modifier, instead of your Strength modifier, for both the attack and damage roll. Your bite deals 1d6 + Constitution modifier piercing damage, and you regain hit points equal to the damage dealt. Darkvision: You gain Darkvision (60 ft.) if you do not already have it. Sunlight Sensitivity: While in sunlight, you have disadvantage on attack rolls and ability checks. Sanguine Curse: You must consume blood every 4 hours. If you're unable to feed within the required time you go into an unconscious feeding frenzy, under the GM's control. Which ends when you drain a living creature of all its blood, killing them in the process. If a spell or ability other than your own would cause you to gain Hit Points, you gain that many temporary Hit Points instead. If you are reduced to 0 hit points and fall unconscious as a result, any healing you receive will stabilize you and leave you at 1 hit point and unconscious for 1d4 hours. You cannot enter a residence you do not own without an invitation from one of the occupants. Undead Form: Your Creature type is Undead. You no longer age, and are immune to disease. You don’t need to breathe.You have no reflection and cast no shadow.Vampiric Transformation 2
You have enhanced your understanding of being a vampire. You replace your 8th level ASI and gain the following traits: Increase your Constitution, Dexterity or Strength by 1 to a maximum of 20. Shapechanger: You learn the Ploymorph and Gaesous Form spell that you can cast only targeting yourself. When using polymorph in this way, you can only transform into a bat, giant bat, or wolf. You cast these spells without spending a spell slot or requiring material components. You can use this ability a number of times equal to your Constitution modifier. Enhanced Sanguine Curse: Your hunger for blood has lessend and you must now consume blood once a day. Your weakness to the sun and that which is holy grows, you gain vulnerability to radiant damage.Vampiric Transformation 3
You have almost mastered your understanding of being a vampire. You replace your 16th level ASI and gain the following traits: Creatures of the Night: Once per long rest, you use bonus action to magically call to your aid 2d4 swarms of bats or 2d4 swarms of rats. When outdoors, you can summon 2d4 wolves instead of swarms of rats. These creatures arrive at the end of your next turn at a destination of the GM’s choice within 30 feet of you, and they are under your control. They act directly after you in the initiative order and remain for 1 hour, until you die, or until you dismiss them with a bonus action. You cannot use this ability if you are exposed to direct sunlight. Greater Sanguine Curse: Your ability to hunt your prey in the dark enchances, and you gain superior Darkvision (120 ft.) if you do not already have it. Your hunger for blood is almost a distant whisper, you must feed once a week. You gain a climbing speed equal to your walking speed. In addition, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.Vampiric Transformation 4
You have mastered your understanding of being a vampire. You replace your 19th level ASI and gain the following traits: Beguiler’s Entrancement: Once per long rest, you gain the ability to manipulate the mind of a humanoid with your sanguine magic. You can use an action to make an incapacitated humanoid charmed by you for 24 hours or until you target a different humanoid with this ability. If you use this ability on the same target for 30 unbroken days, the target becomes permanently enthralled by you. You can have a maximum number of enthralled humanoids equal to your Charisma Modifier (minimum of 1). If the number of enthralled humanoids exceeds your Charisma modifier for any reason, you lose connection to all of them. This charm effect can be removed with the remove curse spell, or any other spell or ability with similar effects. Improved Bite: The piercing damage dealt by your bite increases by 1d6. Sunlight hypersensitivity: You take 20 radiant damage when you start your turn in sunlight. Regenerate: You regain 10 hit points at the start of your turn if you have at least 1 hit point remaining, and are not in direct sunlight. If you take radiant damage or damage from holy water, this ability does not function at the start of your turn. Stake to Heart: If a piercing weapon made of wood or silver is driven into your heart while you're incapacitated, you become paralyzed until the stake is removed.Vampire Rank
Rank | Age |
---|---|
Fledgling | 0-100 years |
Scion | 100-300 years |
Keeper | 300-600 years |
Ascendant | 600+ years |
Elder | Over 1000 years |
Progenitor | Over 5000 years |
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