Vampirism
Vampires are fiends who have been cursed with an addiction for blood. They are immortal and quite hard to destroy, but they live a life filled with destructive urges and addiction. They can drink the blood of their victims by biting them, and they develop other supernatural powers that are relevant to their vampirism.
They are nocturnal creatures and they die in the sunlight, and the touch of running water harms them.
Vampires are often creatures of scheming. Because they have existed for centuries, they dwell in the politics of mortals and make pawns of them for their selfish interests.
They do so for several reasons: Some vampires use politics to cultivate their livestock. Other vampires simply cannot leave their mortal lives behind. While others, as immortals, see themselves as the rightful and eternal monarchs of the lands they inhabit.
Vampires have evil tendencies, and most of them are psychopaths and sadists, who see humanoids as nothing more than a source of refreshment and nutrition.
Curse of Vampirism
How a humanoid becomes a vampire:
The curse slowly turns the victim into a vampire after it is bitten. The vampire rises up after a painful process that takes 1d4 hours.
Vampirism
Prerequisite: Curse of Vampirism One way or another, you have somehow been afflicted by vampirism. You realize that you are cursed; your heart is not beating, you do not feel the need to breathe, and you crave blood. As a vampire, you gain the following benefits:
- Bite. You can use your action to bite a creature as a melee weapon attack after you grapple it. You can use either Strength or Dexterity as your ability for this attack. On a hit, you deal 1d6 + your ability modifier amount of piercing damage, plus 2d6 necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken and you regain 1 blood point. The reduction lasts until the target finishes a long rest. You cannot inflict the additional necrotic damage, nor can you gain a blood point, if the target is immune to piercing damage from non-magical attacks. This is also the case if the target is a construct, elemental, ooze, plant, or undead.
- Blood Points. As a vampire, you have blood points which you can expend to use your vampiric abilities. Your blood points are equal to your level + your proficiency bonus. You can only regain blood points by drinking blood. When you drink 32 ounces of blood (which is equal to what you drink with a Bite attack), you regain 1 blood point. If you are full, and drink more blood, you throw up the excess. You can use your blood points to use your vampiric abilities mentioned below.
- Vampire Healing. As a bonus action, you can spend 1 blood point to regain 1d6 hit points, which increases by 1d6 for each additional vampirism feat that you have.
- Darkvision. You have darkvision out to a range of 120 feet.
- Spider Climb. As a bonus action, you can expend 1 blood point to climb difficult surfaces, including upside down on ceilings, without needing to make an ability check for 1 minute.
- Vampiric Resistance. You have resistance to necrotic damage as well as bludgeoning, piercing, and slashing damage from nonmagical attacks.
- Vampiric Traits. You are a fiend and you don’t have to breathe, eat, or drink to survive. You only need to drink blood, the details of which are described below. When you fail 3 death saves or suffer 6 levels of exhaustion, you don’t die but rather fall into an Endless Sleep.
You also have the following flaws:
- Blood Addiction. You must drink blood to quench your vampiric thirst. Every night that you wake up, you do so having automatically lost 2 blood points. If you drop to 5 blood points, you suffer 1 level of exhaustion and 1 more for every blood point you spend beyond that. You suffer the effects of level 6 exhaustion (Endless Sleep) when you drop 0 blood points. Additionally, the more deprived you are of blood points, the more unbearable your vampiric urges become. You must make a Wisdom saving throw (DC equal to 20 - current blood points) every time you are within one of the following circumstances:
- In sight of a humanoid
- In sight/smell of blood (DC increases by 2)
- In sight of an open, bleeding wound (DC increases by 4)
On a failed save, you find it very hard to resist your vampiric urges and have disadvantage on your ability checks, and Intelligence and Wisdom saving throws. If you fail by a difference of 5 or more, you get into a blood frenzy in which you must attack the source that triggered your urges. This state of urge or frenzy passes in 1 hour, or when you drink at least 1 blood point.
- Harmed by Running Water. You take 20 acid damage if you end your turn in running water.
- Duskwalker. Choose from one of the following flaws:
- Sunlight Hypersensitivity. You take 20 radiant damage if you start your turn in sunlight. While in sunlight, you have disadvantage on attack rolls and ability checks.
- Vulnerablity. You are vulnerable to radiant damage. While in sunlight, you have disadvantage on attack rolls and ability checks.
Endless Sleep
When you fall into an endless sleep, you cannot wake up until someone pours blood down your throat. If you are burned or some form of a wooden stake is driven through your heart while you are in your endless sleep, you are destroyed. Vampiric Regeneration
Prerequisite: Vampirism, Constitution 13 or higher You know how to mend your undead flesh. You regain a number of hit points equal to your proficiency bonus at the start of each of your turns if you have at least 1 hit point and aren’t in sunlight or running water. If you take radiant damage or damage from holy water, this benefit doesn’t function at the start of your next turn. The number of hit points regenerated with this feat on each turn increases to 10 when you reach 11th level.
Weakness to Light. However, your ability to heal your undead flesh does not change the fact that your vampiric curse grows inside you, affecting you more and more. You take an additional 3 radiant damage whenever you take radiant damage.
Leecher
Prerequisite: Vampiric Regeneration, Constitution 13 or higher You know how to leech blood from the wounds you inflict on your enemies. When you spill blood, you can use your vampiric powers and use some of the blood spilled to sustain yourself. After you make a successful weapon attack that deals piercing or slashing damage, you regain a blood point as if you made a Bite attack. If you score a critical hit with such a weapon attack, you regain 2 blood points instead. Unlike the Bite attack, you cannot use these blood points to regain hit points as a bonus action at the same turn you gained them.
Opposing Faith
Prerequisite: Vampirism As a fiend, you know how to stand against the powers of faith. You gain the following benefits:
- Increase your Wisdom score by 1, to a maximum of 20.
- You have advantage on saving throws against any effect that turns fiend.
Vampiric Charm
Prerequisite: Vampirism, Charisma 13 or higher You know how to use your vampiric powers to bewitch your victims. You learn the friends cantrip, and you can Charm a target as described below:
- Charm. As an action, you spend 4 blood points and target one humanoid that you can see within 30 feet of you. If the target can see you, it must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be charmed by you. The charmed target sees you to be a trusted friend to be heeded and protected. Although the target isn’t under your control, it tries to fulfill your requests in a way that is most favorable to you, and it is a willing target for your bite attack. Each time you or your companions harm the target in any way, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until you are destroyed, are on a different plane of existence than the target, or use a bonus action to end the effect. You can only have 1 humanoid charmed in this way at a time. When you charm another humanoid while another humanoid is still charmed by you, the first one you had charmed breaks free from the effect.
- Forbiddance. Your vampiric curse limits your interaction with mortals if you develop this feature: You cannot enter a residence without an invitation from one of the occupants.
Vampiric Entrancement
Prerequisite: Vampiric Charm You develop your social powers further and gain the following benefits:
- Increase your Charisma score by 1, to a maximum of 20.
- A humanoid charmed by your Charm ability has disadvantage on saving throws against this effect. Additionally, you can also use your Charm on a humanoid that has been charmed for more than 24 hours to prolong the duration of the effect to 1 week.
- The maximum number of humanoids that can remain charmed by you is equal to your Charisma modifier + your number of vampiric feats (minimum one).
Vampiric Enslavement
Prerequisite: Vampiric Entrancement You become a master at using your vampiric powers to entrance people, and you gain the following benefits:
- Increase your Charisma score by 1, to a maximum of 20.
- After a creature spends one week charmed by you, you can use your Charm again on the target at the end of the week. This time, the humanoid has disadvantage on the Wisdom saving throw that it makes to break free from the effect, and is permanently charmed by you on a failed saving throw.
Nature of Vampiric Charm
A vampire’s charm is different compared to other sources of this condition. Vampiric charm cannot be detected by magical means. Still, no matter if the charm is temporary or permanent, a vampiric charm can be undone like a regular charm by the use of a greater restoration spell, or by destroying the vampire who charmed the victim. Vampiric Blood Magic
Prerequisite: Vampirism, Charisma 13 or higher You study the depths of your vampiric nature and learn how to use your blood to create magical effects. When you take this feat, you learn a number of spells of 3rd level or lower from the Sorcerer spell list, equal to your Charisma modifier (minimum one). You can cast these spells by expending a number of blood points equal to the spell’s level. Your Spell Save DC and Spell attack modifier for blood magic are calculated as follows:
Spell Save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Fire Vulnerability. Learning vampiric blood magic comes at a price, and mutates your curse into an even more harmful one; you have vulnerability to fire damage.
Blood Magic Adept
Prerequisite: Vampiric Blood Magic You become adept in vampiric blood magic. You learn an additional number of spells equal to your Charisma modifier (minimum one) from the Sorcerer spell list. These spells must be of 5th level or lower. You can cast these spells by expending a number of blood points equal to the spell’s level.
Rapid Movement
Prerequisite: Vampirism, Dexterity 13 or higher You can use your vampiric agility to move in the glimpse of an eye. By spending blood points equal to 10 - your Dexterity modifier, you can take an additional action on your turn, or an additional reaction.
Unholy Predator
Prerequisite: Vampirism, Constitution 13 or higher You learn about your bestial side and become a predator of the night. You gain the following benefits:
- Claws. Your claws grow and you can attack with them. You can use Strength or Dexterity for this attack, and your claws count as a light weapon. On a hit, you deal slashing damage in an amount equal to 2d4 plus your ability modifier.
- Predator’s Blood Magic. You also learn how to use your vampiric powers to make other predators do your bidding. You can cast the animal friendship and speak with animals spells by spending 1 blood point. Starting at 6th level, you can also cast barkskin this way, and at 7th level, conjure animals (bats, rats, and wolves), both by spending 3 blood points.
- Urge for Blood. As your power grows, your vampiric curse grows with it, making your vampiric urges stronger and therefore harder to bear. The saving throw DC for your Blood Addiction trait increases by 2.
Unholy Shapeshifter
Prerequisite: Unholy Predator When you take this feat, you discover the supernatural secrets of vampiric shapeshifting and you become a shapechanger.
As an action, you can shapeshift into a tiny bat, a swarm of bats, or a mist. Your Game Master has the statistics of bat and swarm of bats. You can still drink blood and regain hit points from your bite attacks.
While in the forms of the beasts mentioned above, you retain your Intelligence, Wisdom, and Charisma scores, but your Strength, Dexterity, and Constitution scores, as well as your hit points, become that of the beast you transformed into. You also retain your saving throws, skills, and proficiency bonus. Anything you are wearing also transforms with you. If you drop to 0 hit points in one of these forms, you transform back to your normal shape instead, taking the rest of the damage that would be inflicted on you if you didn’t drop to 0 hit points.
If you transform into a mist, you can’t take any actions, speak, or manipulate objects. You are weightless, have a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stay there. In addition, if air can pass through a space, the mist can do so without squeezing, and you can’t pass through water. You have advantage on Strength, Dexterity, and Constitution saving throws, and you are immune to all nonmagical damage, except the damage you take from sunlight.
Fade Into Mist
Prerequisite: Unholy Shapeshifter By performing a special 1-hour ritual, you bind yourself to the soil of your unholy sovereignty by spilling your blood on the earth. When you do so, you gain the following benefit:
- Place of Rest. You bind yourself to a place of rest. It can be a coffin in a room, a grave with soil covering you, or somewhere else that is similar. If you sleep anywhere aside from this place, you wake up having lost 3 blood points and having suffered 3 levels of exhaustion. Once you bind yourself to a place, you cannot change it unless it is destroyed by someone other than you.
- Fade into Mist. When you drop to 0 hit points outside your resting place, you transform into a cloud of mist (as in the Unholy Shapeshifter feat) instead of falling unconscious, provided that you aren’t in sunlight or under running water. You have 0 hit points while in mist form, you can’t revert to your vampire form and you must reach your resting place within 24 hours or are destroyed. Once in your resting place, you revert to your vampire form. You then fall into an Endless Sleep. After spending 1 hour in your resting place with 0 hit points, you regain 1 hit point and wake up.
Vampire Minions
As a vampire, you can create other vampires, but their nature and health depend on the potency of your blood. If you try to create a young and weak vampire, there is a risk that you may create a vampire abomination. These creatures are vampires whose minds and bodies couldn’t handle the transformation well and who became half-feral as a result. If you convert a character into a vampire and it becomes a vampire abomination, it suffers a permanent -2 penalty to its Wisdom score and 2 permanent indefinite madness effects. The risk of creating such an abomination is 75% if you only possess 1 vampirism feat, which decreases by 25% for each additional vampirism feat you possess. Vampiric Adaptation
Prerequisite: Vampirism You adapt the ways of your class into your new existence. Depending on your character class, you gain one of the following benefits on top of your class features:
- Vampire Barbarian. Your Rage becomes Blood Rage; you can spend blood points to increase your damage by 2 for each blood point spent. Also, as a bonus action, you can spend 1 blood point to prolong your rage for 1 round.
- Vampire Bard. Your Bardic Inspiration becomes Vampiric Inspiration; you can expend 4 blood points to regain 1 use of your Bardic Inspiration.
- Vampire Cleric. Your faith does not leave you even in your bloody path. You become immune to any effect that turns undead.
- Vampire Druid. As your connection with nature is not lost even if you lost your life, you do not have the Harmed by Running Water and Sunlight Hypersensitivity flaws while you are in your Wild Shape.
- Vampire Fighter. Your instincts to survive in combat passes on to your new nature. You can use Second Wind an additional time by spending 3 blood points.
- Vampire Monk. You realize blood carries the Ki. You can convert 3 blood points to 1 Ki point. This conversion does not take any action.
- Vampire Paladin. You link your faith to your bloody nature; you can use your Lay on Hands as Siphon Blood, which lets you convert 5 points from your Lay on Hands pool to 1 blood point drawn when you touch a creature, decreasing hit point maximum of the target by 1 for each blood point drawn this way. The reduction lasts until the target finishes a long rest.
- Vampire Ranger. You carry your ranger training into your bloody hunt. You can draw twice the blood points with your bite attack from your favored enemy.
- Vampire Rogue. You become an expert of hunting mortals by surprise. When you use your bite as a sneak attack, the target’s hit point maximum decreases by an additional amount equal to the bonus damage of the sneak attack.
- Vampire Sorcerer. Drawing your magical power from blood, you can convert 3 blood points to 1 Sorcery point. This conversion does not take any action.
- Vampire Warlock. You can use your blood to enhance your bestown powers, regaining 1 spell slot by spending blood points equal to the Slot Level + 3 as a bonus action.
- Vampire Wizard. You discover the Rite of Planar Vitality, which you can perform during your Arcane Recovery and transform arcane energy around you into blood within. You regain a number of blood points equal to half your wizard level (rounded up).
Highborn Vampire
Prerequisite: Vampirism You realize that you were converted by an elder vampire and thus you are a highborn vampire. Your maximum blood points increases by a number equal to the number of vampirism feats you have (including this feat). This does not stack with the Potency of Blood feature of the Vampire Master feat.
Vampire Master
Prerequisite: Vampirism, 3 additional vampirism feats You fully understand the nature of your vampirism and you’ve experienced your undeath long enough. You are now a respected vampire among your kind, and are held in high regard as a powerful figure. You gain the following benefits:
- Creator of Highborn Vampires. As your blood is much more potent than other vampires, a creature you convert into a vampire becomes a highborn vampire with the Highborn Vampire feat.
- Potency of Blood. Your blood becomes stronger; your maximum blood points increases by a number equal to the number of vampirism feats you have (including this one).
- Potent Healing. You can heal yourself more effectively using your blood. The amount of hit points you can regain using your Vampiric Healing benefit increases by an additional 1d6.
- Unholy Domination. Creatures within 15 feet of you are overwhelmed by your unholy potency, and have disadvantage on saving throws against being charmed and frightened by you.
This domination also has its downsides; you become the manifestation of your evil nature and have the following flaw:
- True Nature’s Dread. Your evil becomes absolute and you cannot be redeemed by any means. It is also impossible for you to hide your evil and vampiric nature.