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Vampire

Powerful hunters who stalk the night in search of blood with which to prolong their unlife. The statistics for the Vampires presented in the Monster Manual make for a frightening villain who can come back to haunt the players long after they're thought to have been defeated. Sometimes, however, Vampirism has a place in a different kind of story. Perhaps the need for blood is used as a metaphor for addiction, or the need to hide your true nature from your community for your own safety can be a potent way to look at what it's like to live under prejudice. Perhaps you have a player who just really likes Vampires. Whatever the reason, the Monster Manual statistics are far too powerful to put in the hands of players. But those statistics are intended to represent Vampires who have been around for a while, who have an established lair and occasionally spread the condition around, and sometimes their progeny, for whatever reason, aren't bound to their sires. Whether you call them fledglings, neonates or spawn, these newly-turned Vampires are far more suitable for player characters.
    While many vampires thirst for blood, your character might otherwise gain sustenance from the living. Roll on or choose an option from the vampire Hungers table to determine what tempts your character to feed.   Vampire Hungers
D6 Hunger
1 Blood
2 Flesh or raw meat
3 Cerebral spinal fluid
4 Psychic energy
5 Dreams
6 Life energy
Creature Type
You are a Undead / (your original race type).   Every creature in D&D, including every player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race option presented here tells you what your character’s creature type is. Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the text of the cure wounds spell specifies that the spell doesn’t work on a creature of the Construct type.
ability score increase: When determining your ability scores, you increase one of those scores by 2 and increase a different score by 1, or you increase three different scores by 1.
age: You do not age and look the same age as when you were turned.
alignment: While most vampires find themselves slowly drifting toward Evil alignments out of necessity, a vampire who feeds in an ethical manner (such as only feeding from willing donors or in self-defense) can remain Neutral, and some even manage to stay Good-aligned. As a result, Vampire player characters may be of any alignment.
Size: Medium
speed: 35ft
Languages: Common and one language of your choice.
race features:
Darkvision 120 ft.
  Deathless Nature
You have escaped death, a fact represented by the following benefits:  
  • You gain resistance to Necrotic damage from any source.
  • You have advantage on death saving throws.
  • You don’t need to breathe.
  • You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.
  •   Spider Climb
    You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.   Vampiric Bite
    Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.   When you attack with this bite and hit a creature that isn’t a Construct or an Undead, you can empower yourself in one of the following ways of your choice:
    • You regain hit points equal to the piercing damage dealt by the bite.
    • You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite.
    You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   Thirst for Blood.
    If any one thing is true about Vampires, it's that it's all about the blood. You need it. You want it. You may not like that you have to drink it, but damn if it isn't exactly what you need to take the edge off.   Every 2 nights that the Vampire goes without drinking blood, the starvation causes her to gain 1 level of Exhaustion that cannot be removed by any means except for drinking blood. A pint of specially-prepared, bottled humanoid blood counts as a Potion of Healing when imbibed by a Vampire, and removes 1 level of Exhaustion caused by Thirst for Blood. Each successful use of the Vampire's bite attack against a willing, incapacitated or restrained humanoid removes 1 level of Exhaustion caused by Thirst for Blood.   Bottles of stored blood can be created with a DC15 Intelligence (Alchemy tools) check. Each check requires a pint of fresh humanoid blood (either drawn from a living victim or from a corpse slain no longer than an hour ago), and a dose of anticoagulant worth 25 gp. Each check takes 10 minutes of work drawing the blood, measuring and mixing the anticoagulant. If the check succeeds, a single bottle of blood is created, and will last indefinitely without drying or spoiling. If the check fails, no item is created and the materials are wasted.   Shapechanger.
    If the vampire isn’t in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. While in bat form, the vampire can’t speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.   While in mist form, the vampire can’t take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 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 it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.  

    Vampire Weaknesses.

    The vampire has the following flaws:   Forbiddance.
    The vampire can’t enter a residence without an invitation from one of the occupants.   Harmed by Running Water.
    The vampire takes (2 D10 + half your level) acid damage if it ends its turn in running water.   Stake to the Heart
    If a piercing weapon made of wood is driven into the Vampire's heart, the vampire is paralyzed until the stake is removed. Driving a stake through a Vampire's heart takes an action, and requires that the Vampire be willing, incapacitated or restrained.   Sunlight Hypersensitivity
    When the Vampire enters sunlight, they take Radiant damage equal to half their character level (rounded down, min of 1) They also have disadvantage on attack rolls and ability checks. Prolonged exposure will lead to increasing levels of exhaustion.
    Appearance
    Vampires can come from any background, and their appearances vary as widely as there are different races of humanoids. There aren't any differences in statistics between a Human Vampire and a Halfling Vampire (with the exception of size category!), or between a Dwarven Vampire and a Half-Orc Vampire, but players are encouraged to choose from any of the races in the Player's Handbook and beyond when recording their Vampire characters' appearance.

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    Jacklerabbit.

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