race features:
120ft dark vision
Advantage on persuasion against sentiant undead (eg. lich). They will not be immediately hostile agaist you unless you anger them.
You gain resistance to Necrotic damage from any source.
You don’t need to breathe.
You don’t need to sleep
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.
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.
Weaknesses
The vampire can’t enter a residence without an invitation from one of the occupants.
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.
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.
The vampire takes (2 D10 + half your level) acid damage if it ends its turn in running water. Double damage from radiant damage.