Supernatural Gift: Vampirism
Afflicted with the curse of vampirism, you have taken the first of many dreadful steps toward becoming a true vampire. You gain the following benefits:
- Bite. You gain a fanged bite attack, which is a special melee weapon attack with the finesse quality that may be used on a willing creature, or on a creature who is Incapacitated, Restrained, or that you are grappling. If you hit with it, you deal piercing damage equal to 1d6 + your Strength or Dexterity modifier plus a number of d6 of necrotic damage equal to half your proficiency bonus. If the target is not a construct or undead, its hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. A creature dies if this effect reduces its hit point maximum to 0. You can only make one bite attack per turn.
- Natural Armor. When you are not wearing armor, your AC is equal to
12 + your Dexterity Modifier
. - Darkvision. You gain darkvision to a range of 60 feet. If you already have darkvision from another source, its range increases by 30 feet.
- Spider Climb. You gain a climbing speed equal to your walking speed, and you gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
- Undead Resistance. You have resistance to necrotic and poison damage, and to bludgeoning, piercing, and slashing damage from nonmagical weapons.
- Undead Nature. You do not age and cannot die of natural causes. You do not need to breathe air, and eating normal food no longer sates your hunger. However, you do not need to eat or drink as long as you have dealt damage to a living creature with your bite attack within the last day.
You are an undead creature. As such, you gain the following weaknesses:
- Creature Type. You are undead.
- Forbiddance. You can't enter a residence without an invitation from one of the occupants. If you are forced to enter against your will, or if your invitation is revoked while inside, you have Disadvantage on attack rolls, ability checks, and saving throws while you remain in the residence.
- Harmed by Water. You take 20 acid damage if you end your turn in running water.
- Resting Place. You cannot sleep and gain no benefit from a long rest unless you spend it in your own grave. A grave can be designated as your resting place by mixing a large amount of grave dirt with the local soil, or by transporting your casket there.
- Stake to the Heart. If a piercing weapon made of wood is driven through your heart while you are Incapacitated in your resting place, you die.
- Sunlight Hypersensitivity. You take 20 radiant damage when you start your turn in sunlight. While you, your target, or whatever you are trying to interact with is in direct sunlight, you have Disadvantage on attack rolls and ability checks.
Vampirism Feats
- Dark Adaptation (Requires 3rd level)
- Child of the Night (Requires 9th level)
- True Vampire (Requires 12th level)