Vampirism: Dark Adaptation
Prerequisite(s): 3rd level, Vampirism
You have begun to evolve and change based on your unique vampiric lineage. Choose three of the following options:
- Draugr. You have Resistance to cold damage.
Uses: A number of rounds equal to your Proficiency Bonus per Long Rest
On your turn, you can move through other creatures and objects as if they were Difficult Terrain. You take 1d10 force damage if you end your turn inside an object. - Jiangshi. You can cast the comprehend languages, illusory script, and jump spells at will without material components. Additionally, you have an intimate connection with a certain number. When you gain this trait, choose a number between 3 and 18 (or roll 3d6). This number becomes your numerological totem and can never be changed.
Uses: A number of times equal to your Proficiency Bonus per Long Rest
When you or a creature you can see rolls your numerological totem on an Attack Roll, Ability Check, or Saving Throw, you may treat that roll as if the target had rolled a natural 1 or a 20 on the d20. - Katakan. You gain Proficiency in the Perception skill. If you are already proficient, you gain Expertise instead. You have Advantage on Perception checks that rely on hearing, and on Insight checks on creatures with beating hearts.
- Moroi. You have Resistance to psychic damage. You also have the magical ability to transmit your thoughts mentally to willing creatures you can see within a number of feet of you equal to
10 times your level. A contacted creature doesn't need to share a language with you to understand your thoughts, but it must be able to understand at least one language. Your telepathic link to a creature is broken if you and the creature move more further beyond the range of the ability, if either of you is Incapacitated, or if either of you mentally breaks the contact (no action required). Additionally, when you sleep, you may enter the dream of a creature within the range of your telepathy as if you cast the dream spell with yourself as the messenger, but you cannot create a nightmare. - Nosferatu. You have Resistance to poison damage, and you gain Proficiency in the poisoner kit. If you are already proficient, you gain Expertise instead. You can poison your natural weapons without harming yourself, and while they are not coated with poison, you can treat them as if it is coated with a basic poison you created.
- Strigoi. Your Speed increases by 10 feet, and you can take the Dash or Disengage actions as a Bonus Action. In Dim Light or Darkness, you can take the Hide action as a Bonus Action, and can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
- Vrykolakas. You can use your Bite attack on targets who aren't grappled, incapacitated, or willing. Bite attacks against grappled, incapacitated, or willing creatures do not count against the once per round limitation on your Bite attack. Additionally, creatures have Disadvantage on Ability Checks to escape your grapples, and you can use your Dexterity for the escape DC for creatures you are Grappling.
Alternatively, you can evolve to reduce the impact of some of your vampiric weaknesses. Instead of choosing one of the above traits, you can choose two from the following options:
- Facsimile. You are undead, but you have grown adept at hiding your nature. As long as you have dealt damage to a living creature with your bite attack within the last day, you cannot be Turned, your creature type cannot be detected by magic or similar effects, such as a paladin's Divine Sense, and you can be affected by spells that restore hit points to creatures that have no effect on Undead. Replaces Creature Type
- Invader. You may freely enter any residence you wish. Each time you do, make a Wisdom Saving Throw with a DC equal to your character level or 10, whichever is higher. On a success, you suffer no penalties while in the residence as if you were invited. Otherwise, you have Disadvantage on attack rolls, ability checks, and saving throws for as long as you remain within the residence without an invitation. If you fail this save, you cannot make it again with that particular residence until a month has passed. Replaces Forbiddance
- Dark Diver. If you end your turn in running water, make a DC 15 Constitution Saving Throw or take acid damage equal to your level. If you pass this save, you do not need to make the save again for an hour. Replaces Harmed by Water
- Echoes of the Past. You have expanded what constitutes your resting place to include things that were significant to you in life. Any location with strong ties to your experiences in life, such as your childhood residence or a room decorated with several works of art you created while alive, can count as a resting place. A location can be designated as a resting place as long as you keep a single item of significance there, be it a plank of wood from your coffin, a satchel of dirt from your grave, or your favorite doll. This ritual takes one hour, and when you designate a new resting place with this ability, the old one becomes inert. Once you use this ability, you cannot do so again for a number of days equal to
9 - your Proficiency Bonus. Modifies Resting Place - Restless Sleep. You can now sleep without being within your resting place, but doing so does not provide the benefits of a Long Rest (though you can still benefit from Short Rests, including while you are sleeping). You cannot recover spent hit die from this rest, but you can recover from levels of exhaustion. Modifies Resting Place. You cannot take Sleepless Rest if you have this adaptation
- Sleepless Rest. You can now gain the benefits of a Long Rest without being within your resting place, though you cannot sleep. You cannot recover from levels of exhaustion without sleeping, but you can recover spent hit dice. Modifies Resting Place. You cannot take Restless Sleep if you have this adaptation
- Black Heart. If a piercing weapon made of wood is driven into your heart while you are Incapacitated in your resting place, you are Paralyzed until the stake is removed. Replaces Stake to the Heart
- Sunlight Sensitivity. You have Disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight. Replaces Sunlight Hypersensitivity
- Sonic Hypersensitivity. You are Vulnerable to thunder damage. Replaces Forbiddance, Harmed by Water, or Sunlight Hypersensitivity
- Fear of Reflections. You have a reflection, and if you see it, you are Frightened until you can no longer see your reflection, and must immediately use your reaction, if available, to move as far away from the reflection as possible. If you can still see your reflection on your turn, you must move until you cannot, using Actions or Bonus Actions if your movement alone is not enough. If there is no way for you to move away from it, you can act as normal. If you are immune to the Frightened condition, you must select a different option from this list. Replaces Forbiddance, Harmed by Water, or Sunlight Hypersensitivity
- Talisman Susceptibility. While you are wearing or touching a holy symbol, you automatically fails saving throws against effects that inflict the Dazed, Frightened, Incapacitated, Stunned, or Paralyzed conditions. Replaces Forbiddance, Harmed by Water, or Sunlight Hypersensitivity
Whenever you gain a level, you may swap out one option for another from this list.

