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Vampire thrall

ability score increase: Increase one ability score by 2 and increase a different one by 1, or increase three different ability scores by 1. If you are replacing your race with this lineage, replace any Ability Score Increase you previously had with this.
age: Immortal
alignment: Lawful Evil
Size: Medium
speed: 35 ft
Languages: Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. If you are replacing your race with this lineage, you retain any languages you had and gain no new languages.
parent race:
race features:
you are considered Undead   you have Necrotic resistance   Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.   If you don't keep any of those elements or you choose this lineage at character creation, you gain proficency in two skills of your choice. Superior Darkvision. Your darkvision has a range of 120 feet, instead of 60.     Deathless Nature. You don't need to breathe.   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. as a bonus action 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 Necrotic 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: You regain hit points equal to the necrotic damage dealt by the bite. You gain a bonus to the next ability check or attack roll you make; the bonus equals the necrotic damage dealt by the bite.   Shapechanger. If the vampire isn’t in sunlight or running water, it can use its action to polymorph into a Tiny bat 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.   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 10+ Cha mod+ prof. 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 bite 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.   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 20 acid damage if it ends its turn in running water.   Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.   Stake to the Heart. If a piercing weapon made of wood is driven into the vampire’s heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.

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pie pi.

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