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Vampire

Becoming a Vampire.
If a living humanoid creature slain by a vampire’s bite is then buried in the ground, it rises the
following night as a vampire spawn. Upon gaining the Vampire template, the character becomes
a Vampire Spawn and immediately gains the traits listed for level 0 under Vampire Traits, below.
In addition, the character's growth and training are affected. The next time the character gains
enough experience to gain a level, instead of selecting a class in which to take a new level the
character immediately gains a level of the Vampire template. After gaining the first level of the
Vampire template, characters may resume gaining levels normally if they choose to do so. In
order to gain the second level of the Vampire Template, the vampire which created the Vampire
Spawn must knowingly and willingly allow the Vampire Spawn to drink the vampire’s blood.
Upon doing so, the Vampire Spawn may continue taking levels of the Vampire template the next
time they gain enough experience to gain a level. Unfortunately, most vampires are reluctant to
promote their spawn, as doing so means that their former spawn is no longer destroyed upon
the master vampire’s death, thereby removing the need to protect their master in order to
survive. Removing Vampirism A creature that becomes a vampire or vampire spawn cannot be
returned to normal life except by a Wish spell or similarly powerful magic, or by destroying the
vampire or vampire spawn and raising the creature from the dead with raise dead or a similar
spell.

Vampire Traits
All vampires share the following traits, adding these traits to their existing racial traits.

Vampire Levels Features

0 Alignment, Creature Type, Chained to the


Grave, Vampire Weaknesses, Darkvision

1 Bite and Claws, Spider Climb

2 Regeneration, Charm

3 Shapechanger, Misty Escape

Hit Points Hit Dice. 1d10+ your Constitution modifier per vampire level
Alignment. Your alignment changes to lawful evil.
Creature Type. Your creature type changes to Undead, and adds the Shapechanger subtype to
their existing subtypes.

Chained to the Grave. The coffin, crypt, or grave site in which you were buried becomes your
resting place, and you must rest there by day. If you did not receive a formal burial, you must
rest beneath at least one foot of earth at the place that you rose from the dead. You may move
your resting place by transporting your coffin or a significant amount of grave dirt to another
location.

Vampire Weaknesses.
You gain the following flaws:
• Forbiddance. You can't enter a residence without an invitation from one of the occupants
.• Harmed by Running Water. You take 20 acid damage when you start your turn in running
water.
• Stake to the Heart. You are destroyed if a piercing weapon made of wood is driven into your
heart while you are incapacitated in your resting place.
• Sunlight Hypersensitivity. You take 20 radiant damage when you start your turn in sunlight.
While in sunlight, you have disadvantage on attack rolls and ability checks.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in
darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Bite and Claws. Your unarmed strikes deal 1d4 piercing and 1d4 necrotic damage, or 1d8
slashing damage on a hit.

Spider Climb. You can climb difficult surfaces, including upside down on ceilings, without
needing to make an ability check.

Regeneration.
You are able to recover from wounds with horrifying speed. As a bonus action, you may spend a
Hit Die to recover hit points. You are vulnerable to radiant damage and damage from holy water.
If you take acid or fire damage, you may not use your regeneration trait to recover hit points until
the end of your next turn. You can use this trait a number of times equal to your constitution
modifier and regain all uses upon completing a long rest.

Charm. You may cast the charm person spell once per short or long rest. Charisma is your
spellcasting ability for this spell.

Shapechanger. If you aren’t in sunlight or running water, as an action you can polymorph into a
Tiny bat or a Medium cloud of mist, or back into your true form. While in bat form, you can't
speak, your walking speed is 5 feet, and you have a flying speed of 30 feet. Your statistics, other
than your size and speed, are unchanged. Anything you are wearing transforms with you, but
nothing you are carrying does. You revert to your true form if you fall to 0 hit points. While in mist
form, you vampire can't take any actions, speak, or manipulate objects. You are weightless,
have a flying speed of 10 feet, can hover, and can enter a hostile creature's space and stop
there. In addition, if air can pass through a space, the mist can do so without squeezing, and
you can't pass through liquids. You have advantage on Strength, Dexterity, and Constitution
saving throws and resistance to all nonmagical damage, except the damage you take from
sunlight. You can’t fall and remain hovering in the air even when stunned or otherwise
incapacitated. You may remain in mist form for up to one hour, at which point you return to your
true form. If you are forced to revert to your true form while in a space that cannot contain you,
you are shunted into the nearest safe space, following a path which mist could follow, and take
1d6 damage per 5 feet traveled this way. The resistance from mist form does not apply to this
damage. Once you adopt mist form, you cannot do so again until you have completed a long
rest. You may adopt bat form at will.

Misty Escape. When you drop to 0 hit points outside your resting place, you transform into a
cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that you
aren’t in sunlight or running water. If you can't transform (either due to sunlight, running water,
because you have used Misty Escape already since your last long rest, or due to another effect
which prevents you from changing forms), you are destroyed. While you have 0 hit points in mist
form, you can't willingly return to your vampire form, and you must reach your resting place
within 1 hour or be destroyed. While at 0 hit points, you automatically succeed on death saving
throws (you may not roll these saves, so you cannot roll a natural 20 to regain one hit point).
However, if you take radiant damage (such as the damage you take from sun light) or damage
from holy water, you are treated as though you had failed a death saving throw. If you fail three
death saving throws, you are destroyed. Once in your resting place, you revert to your vampire
form. You are then paralyzed until you regain at least 1 hit point. You may take short and long
rests while in this state, spending hit dice to heal yourself as normal. After you use this ability,
you can't use it again until you complete a short or long rest.

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