Charisma DC 17
Regeneration. The vampire regains 5 hit points at the start of its turn if it has at least 1 hit point. If the vampire takes damage from it's feeding attempt or no longer has hit dice remaining, this trait doesn’t function at the start of the vampire’s next turn. 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 True Love. The vampire takes 20 acid damage when it attempts to feed on someone who recently experienced true love. The Hunger. Every White Court Vampire has The Hunger. It is a heretical demon tied to the living soul of the vampire that feeds on the emotional energies of other souls. In order to acquire this energy, a vampire of the white court must find a way to intimately associate themselves with that emotion. There are three known forms of The Hunger: Lust, Despair, and Terror. A vampire that feeds on lust must become associated with deep desire and pleasure, usually sexual but many forms of intimacy will do. A vampire that feeds on despair must inspire hollowed feelings and self loathing. A vampire that feeds on terror must be present when it's victims experience the far reaches of discomfort and fear. This demon affects the vampire in several ways: *The vampire's Hit Dice determine it's physical attributes. The base Speed of the vampire is 30 walking and 20 climb, it's Strength, Dexterity, and Constitution scores are 12, and the base score of it's Charisma is 18. *The vampire gains 5 to it's movement speeds, and a plus 1 bonus to each of it's Strength, Dexterity, Constitution, and Charisma scores for every 5 hit dice it has. *The vampire has a maximum Strength, Dexterity, and Constitution scores of 18, a maximum Charisma score of 24, and a maximum of 30 Hit Dice. *The vampire cannot regain Hit Dice on a long rest, and only upon successfully feeding. *The vampire loses 1 Hit Die per day, and dies after not having any Hit Dice for a week. *The vampire can choose to minimize it's feeding to a level that does not damage any victims if the vampire spreads itself amongst a large enough group of people, as an extreme form of self denial and control akin to eating next to nothing at a time over the course of a day *The vampire's scores are determined at the end of a long rest, meaning it is possible for a fully fed vampire to drain many of it's resources, feed during a short rest,and continue to retain the benefits of it's previous state until it takes a long rest *Any White Court vampire that is driven to the point of having no Hit Dice left will immediately succumb to The Hunger. The Vampire will become a base predator that will consume the easiest source of it's specific preferred meal with complete disregard to all other circumstances, killing it's victim if given the chance. As a bonus action the vampire can roll any number of hit dice to heal itself. Feeding. When a vampire of the lust variant wants to feed deeply, it must charm the victim and perform a sexual act with them. A vampire of the despair variant will use it's charming abilities to invade the mind of the victim, making them forget the vampire's there and fall into a deep well of depression. A vampire of the terror variant will use their charm ability to flood the victim's mind with their own worst suspicions, making them paranoid and vulnerable in every sense. When feeding it can deal 1d4 Intelligence damage as an action, gaining that many hit dice. If the victim's Intelligence drops to 0, they d Otherwise 1d4 of the damage is healed per long rest or greater restoration.
Multiattack. The vampire makes two attacks, only one of which can be a kiss attack. Punch. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) 2d4+2 bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 12). Kiss. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 2 (1d4) Wisdom damage. The target is blasted by the raw presence of the Vampire. Each point of damage taken this way is healed over a minute each. The target is rendered unconscious if their Wisdom is reduced to 0 in this way. This counts as feeding, though the vampire gains no true benefit from it. Charm. The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn’t under the vampire’s control, it takes the vampire’s requests or actions in the most favorable way it can, and it is a willing target for the vampire’s kiss attack. Each time the vampire or the vampire’s companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. Any victims exposed to this influence from a lust variant of the White Court quickly become addicted to the near lethal ecstasy that the vampire can provide them.
Strahd. Dracula. Vampires have been traditionally characterized as undead monstrosities that live off of blood, and are weak to daylight, wooden stakes, and have a few other well known effects.Those vampires we all know, love, and love to hate are Black Court Vampires. The Black Court is known for its toxic magical presences, powerful necromancy, and obvious influences. A Black Court Vampire is hard to hide, and draws the ire of adventurers and powerful individuals. These are not aspects the White Court shares. Immortal and very much alive, the White Court thrives off of subtlety. An exposed plot, a political insult, and an outright brawl are all considered as embarrassing and gouache as being weak and easily pushed around. If an enemy of the Court acts, it will be an enemy adventurer several layers removed that they chose to send against the offender. That adventurer will serve the court if they succeed, and increase the standing of the noble who sent them. In this way, it is in the interest of that noble's rivals to try and undermine the adventurer and expose the noble as consorting with the enemy, to take the credit of the victory, or kill the adventurer with another servant to prove the rival as superior. Possibly all three at once if the rival is particularly clever or lucky. In this way, the White Court is more dangerous than the Red or Black Courts of Vampires, despite not being as easily able to bolster their numbers with new recruits. This danger is offset by the internal politics that can weaken the court, marginally. The only obvious effects of the White Court's influence tends to be a few strange disappearances, a small increase in the number of heart attacks and anxiety, a small increase in suicides, Or the rising popularity of brothels and other adult entertainment. Unsurprisingly, the three types of White Court Vampire tend to work against one another more than their own ilk, though nothing is more obviously dangerous to one of these vampires than the meddling of a superior White Court member. A vampire of the White Court is able to generate an aura around them that promotes their needs. A vampire that feeds on lust has an animal magnetism that is nearly irresistible to the common person, a vampire that feeds on fear can make people more jumpy and unsettled by simply being there to observe, and a vampire that feeds on despair has a unique form of telepathy that allows them to feed dark thoughts into the minds of their victim that are nigh indistinguishable from their own insecurities. vampires of this court are not immune to their own abilities, and will... cannibalize each other's psychic energies if it seems necessary, or if they can successfully control a superior vampire until they are ready to present their victory.
Urban