Vampires

Jun 6, 2017 3:17 am
Vampirism is a disease that you have to endure. Vampires cannot be born, only created. Vampires must feed regularly or they become uncontrollable monsters. This need to feed is greater with newer vampires.

Vampires are immortal and do not age.

You become a vampire when you are bitten. You have 24 hours to find a cure or else you become a vampire.

Vampires gain the following:
+4 strength
+4 dexterity

Shapechanger: When not in sunlight or running water, you can transform into a bat or mist or back into your natural form.
Resistance: 1/day if you fail a save, you can choose to succeed
Misty escape: When it drops to 0 hit points outside its Resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of Falling Unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its Resting place within 2 hours or be destroyed. Once in its Resting place, it reverts to its vampire form. It is then Paralyzed until it regains at least 1 hit point. After spending 1 hour in its Resting place with 0 hit points, it regains 1 hit point.
Regeneration: At the beginning of your turn, regain 1HD of damage as long as it is not radiant or holy water.
Spider Climb: The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Multi-attack (vampire form): The vampire makes two attacks, only one of which can be a bite Attack.
Unarmed Strike (vampire form): Melee Weapon Attack: Proficiency + Dex or Str, reach 5 ft., one creature. Hit: (1d8 + str) bludgeoning damage.
Bite (Vampire form): Melee Weapon attack: Proficiency +Dex, reach 5, one creature, hit: (1d8+str) piercing damage plus (3d6 necrotic). Vampire gains health equal to necrotic damage dealt. Target may become a vampire.
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 17 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.

Weaknesses:
Forbiddance: The vampire can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water: The vampire takes 2d10 acid damage if it ends its turn in running water.
Stake to the Heart: If a piercing weapon made of wood is driven into the vampire's heart while the vampire is Incapacitated in its Resting place, the vampire is Paralyzed until the stake is removed.
Sunlight Hypersensitivity: The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on Attack rolls and Ability Checks.
Frenzy: Whenever someone bleeds, make a constitution saving throw (DC based on hunger) or attack them relentlessly.

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