Vampirism: True Vampire
Prerequisite(s): 12th level, Child of the Night feat
You have reached the peak of your necromantic potential, and have become a true vampire. You gain the following features:
- Charm. You may attempt to charm and beguile others. You may target one humanoid you can see within 30 feet. If the target can see you, the target must succeed on a Wisdom saving throw
(DC equal to 8 + your proficiency bonus + your Charisma modifier)
against this magic or be Charmed by you. The Charmed target regards you as a trusted friend to be heeded and protected. Although the target isn't under your control, it takes your requests or actions in the most favorable way it can, and it is a willing target for your bite attack. Each time you or your allies do something harmful to the target, it can repeat the saving throw, ending the effect on itself as a success. Otherwise, it lasts 24 hours or until you are killed, travel to a different plane of existence, or take a Bonus Action to end the effect. - Darkvision. Your darkvision extends by 60 feet.
- Vampiric Progeny. Living creatures killed by your vampiric bite and then buried in the ground rise the following night as vampire spawn under your control. Vampire spawn who feed from you are no longer under your control.
- Children of the Night. Provided the sun is not up, you can cast the conjure animals spell without mana or components, but the beasts must be creatures you can speak to using your Night Speech ability. The spell does not require you to maintain concentration, and it always lasts for 1 hour, unless you die or you dismiss the creatures with a Bonus Action. This magical effect cannot be dispelled. After using this ability, you may not do so again until you finish a Long Rest.
- Misty Escape. When you drop to 0 hit points outside of your resting place, you transform into your cloud of mist form, provided you aren't in sunlight or running water. While at 0 hit points, you can't revert to your vampiric form, and you must reach your resting place within 2 hours or die. Once in your resting place, you revert to your vampiric form and are Paralyzed until you regain 1 hit point after spending 1 hour there.
- Stake to the Heart. Your Stake to the Heart weakness now read as follows: 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.