My Documents
Become a Patron!
Bloodlines
\pagebreak # Un-Life with Vampirism Death is the one predator we can't escape. But vampires have found the loophole so many of us crave. I think that is the allure of vampirism. -Sherrilyn Kenyon Though typically thought of as a human-looking monster, vampires come in many shapes and sizes. Humans commonly give in to the allure of vampirism due to their relatively short lifespans compared to elves and other races. Some of the longer lived races will succumb to the draw of the powers becoming a vampire grants, however rare. ## Curse Features Upon becoming a vampire you cannot use racial feats that are not for vampires. If you already possess a race dependent feature, you may replace it with an ASI or vampire feature when you are turned. The stat increases and racial traits granted by your original race are not changed when you become a vampire. ### Vampire Features **Appearance:** All races are drawn to the longevity and power a vampiric bloodline can grant. Though regardless of race every vampire has some defining physical features. Their sharp fangs, elongated claw-like fingers, pale skin and predatory eyes are the easiest ways to determine if your new friend is a vampire. **Undead:** Transformed into a being of undeath, you count as an undead creature for all spells and abilities that affect undead. You also count as humanoid for spells like hold person. You no longer age and instead of sleeping, to gain the benefits of a long rest you can spend all 8 hours doing light activity. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of food and drink, your new form requires blood to sustain itself. For every ten days you go without drinking blood, you suffer one level of exhaustion that cannot be removed until you ingest blood. **Speed:** Your base walking speed is 30 feet and you gain the affect of Spider Climb. **Bite:** The trademark of vampires everywhere, you grow your fangs moments after your transformation is complete. Your set of fangs is a natural weapon, which you can use to make unarmed strikes. If you hit with a bite attack, you deal piercing damage equal to ld4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. As an action, you bite and reduce a willing creature's hit points to 0. The target must be a humanoid that has blood and is not undead. The target immediately dies and automatically fails each of their Death Saving Throws. The target remains dead for 1d7 days, if the creature is buried during this time their body transforms to reflect the blood curse they were given. After this time, the creature rises as a newly reborn vampire that is friendly and loyal to the vampire that sired them. A charmed creature does not count as a willing creature for this feature. During the 1d7 days that the creature is dead, the creature can be revived by magical means. Reviving or digging up the creature before it has transformed prevents the vampire transformation from taking place and reverts any physical changes the creature began to undergo. In addition, you may choose to spend up to one-fourth of your hit dice (minimum of one) to deal extra necrotic damage to the target by drinking their blood. Roll the number of your hit dice you chose for damage. You then recover hit points equal to the necrotic damage dealt. Once you spend hit dice with this feature, you cannot do so again until you finish a short or long rest. When you recover hit points in this way it counts as drinking blood to sustain your undead form. **Claws:** Your set of claws is a natural weapon, which you can use to make unarmed strikes. On a hit you deal slashing damage equal to ld4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. **Unnatural Sight:** Your vampirism grants you superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. **Fledgling Regeneration:** While not in direct sunlight, you recover 1 hit point at the start of your turn. This healing does not happen if you are above half health, were dealt radiant damage or damaged by Holy Water on your previous turn. If you are reduced to 0 hitpoints and not killed outright, you are knocked unconscious and are stable unless you take further damage. After one hour of being reduced to 0 hitpoints you awake with one hit point. Resisting death this way is taxing on your mind and body, you may only use this feature once per long rest. ### Vampire Weaknesses **Stake To The Heart:** If a piece of wood is driven into your heart, you are paralyzed until it is removed. **Forbiddance:** You cannot enter a residence without an invitation from one of the occupants. **Sunlight Sensitivity:** You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. **Unholy Form:** Your transformation into a creature of death has strengthened your form, but has its unique weaknesses. You gain resistance to Necrotic damage and vulnerability to Radiant damage. Additionally, when you start your turn in direct sunlight you take 10 radiant damage (this damage is not doubled due to vulnerability). Completely covering your skin will negate damage from the sun. \pagebreak **Lost Soul.** Due to the nature of this curse, a vampire cannot be resurrected through normal means. A slain vampire can only be resurrected by a Wish spell or through a specialized concoction. When a Wish spell is used the vampire is revived but is no longer burdened by their vampiric nature. The newly risen vampire maintains their original race and may swap any vampire specific feats for other feats they qualify to take. The second method of resurrecting a vampire is through an expensive and difficult to produce potion. The potion requires twenty five thousand gp worth of various specialized ingredients. The potion takes one week to brew and requires a spell caster able to cast 6th level spells. Each day the caster must spend a 6th level spell slot or higher to brew the concoction. At the conclusion of the seventh day the potion takes a bright red appearance, smokes slightly if uncorked and gives a faint feeling of disgust to any living creature that smells it. When the potion is poured onto a vampire they are raised in their vampiric state and any missing body parts are regrown. If the vampire was disintegrated you may pour the potion onto the ashes to resurrect the vampire in its vampiric state. If applied to a vampire that has not been slain this potion acts as a Supreme Healing Potion. If a living or non-vampire creature ingests the potion they immediately become sick and are unable to drink the potion. The creature feels a crushing depression and disgust for one hour after attempting to drink the potion. ## Vampiric Bloodlines Vampires vary greatly between the different bloodlines. Though a bloodline does not define one's destiny, it often influences a new fledgling's path. Choose one of the following bloodlines from which your powers stem: ### Golden Blood Kings, nobles and wealthy merchants are not free from the seductive draw of vampirism. Members of this bloodline are more likely to be of the upper echelon of society than other bloodlines. * You gain proficiency with the Persuasion skill, if you already have proficiency in the Persuasion skill, you add double your proficiency when making Persuasion checks. * Charmed creatures are a willing target for Bite feature. As an action, you may use your Bite feature on a Charmed creature without making an attack roll. ### Feralblood Savage beasts and cunning hunters, the Feralblood vampires resemble monsters more than most of their cousins. One of the purest bloodlines of the vampires of ancient days, these terrifying creatures have more in common with beasts than men. * You gain proficiency with the Survival skill, if you already had proficiency in the Survival skill, then you add double your proficiency on Survival checks. * Your natural weapons are even more deadly. The piercing damage from your Bite feature increases to 1d8, and the slashing damage from your Claws feature increases to 2d4. In addition, your attacks with your natural weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. ### Cursed-blood Orcus is believed to be one of the greatest sources of vampirism in Toril. His gift is often granted to mages, priests, and cultists that seek out his power. Though not all view this as a gift, Orcus is known to blight people with vampirism in acts of revenge and malice. * You gain proficiency with the Arcana skill, if you already had proficiency in the Arcana skill, then you add double your proficiency to Arcana checks instead. * You know the Chill Touch cantrip. When you reach 3rd level, you can cast the Inflict Wounds spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. You chose whether you use Charisma or Intelligence as your spellcasting ability for these spells. ### Morningblood Perhaps one of the rarest bloodlines to exist, Morningbloods are able to walk in the daylight without the issues that plague their cousins. Whether they are the result of a celestial being being cursed with vampirism or if it is just a rare strain, Morningbloods experience vampirism slightly different than most. * You do not gain sunlight sensitivity, but you do not gain dark vision from becoming a vampire. * You do not take damage from being in sunlight. * Your claws and fangs are easier to hide but are less effective. As a bonus action you can hid or reveal your claws and fangs. If your claws and fangs are hidden you cannot use them to attack. * You gain proficiency with the Deception skill, if you already have proficiency in the Deception skill then you add double your proficiency when making Deception checks. \pagebreak ### Blood-Shifter The ability to blend in with normal society is a great boon to those of vampiric origin. One of the few bloodlines that can pull off such a feat are the Blood-Shifters. This curious strain of vampirism is believed to have descended from the joining of vampires and doppelgangers though no one is certain of its true origins. * You gain proficiency with the Deception skill, if you already had proficiency in the Deception skill, then you gain expertise in Deception instead. * Over the course of one minute, you can transform your appearance, and while you cannot duplicate the appearance of a creature you have not seen before, you can mix and match any physical features you have seen. You revert to your natural form when you are reduced to zero hit points, die, or spend one minute to change back to normal. You decide what you look like, including your height, weight, facial features, the sound of your voice, coloration, hair length, sex, and any other distinguishing characteristics. You can make yourself appear as a member of another race, though none of your game statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this trait to become quadrupedal, for instance. Your clothing and other equipment don’t change in appearance, size, or shape to match your new form, requiring you to keep a few extra outfits on hand to make the most compelling disguise possible. Even to the most astute observers, your ruse is usually indiscernible. If you rouse suspicion, or if a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection. * Once you use this feature, you cannot do so again until after completing a long rest. Taking a long rest while transformed by this feature does not restore your use of the feature. \pagebreak ## Vampiric Powers Racial features for the cursed, or blessed. These features are meant to indicate the extent of one's embrace of their vampiric nature. You may take these features instead of ASI at your DM's discretion. ### Shapechanger Prerequisite: Vampire If you aren't in sunlight or running water, you can use your action to polymorph into a Tiny bat or a Medium cloud of mist, or back into your true form. While in bat form, you can't speak, your walking speed is 5 ft., and you have a flying speed of 30 ft. Your Statistics, other than your size and speed, are unchanged. Anything you are wearing transforms with you, but nothing you are carrying does. You revert to your true form if you die or are reduced to zero hit points. While in mist form, you can't take any actions, speak, or manipulate objects. You are weightless, have 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 you can't pass through water. You have advantage on Strength, Dexterity, and Constitution Saving Throws, and you are immune to all non-magical damage, except from damage from sunlight. You may use this feature twice. All uses are restored when you complete a long rest. ### Unholy Regeneration Prerequisite: Level 10, Vampire * Increase your Constitution score by 1, to a maximum of 20. * As you delve into your vampiric nature, your body morphs and modifies itself. You regain 10 Hit Points at the start of your turn if you have at least 1 hit point and aren't in sunlight or running water. If you take radiant damage or damage from Holy Water, this trait doesn't function at the start of your next turn. If you are reduced to zero hit points, you become stable and remain unconscious until your health is fully restored. If you are reduced to zero hit points while unconscious from this feature you roll death saves normally. ### Razor Sharp Claws Prerequisite: Ferealblood Vampire By giving in to your more carnal nature, your natural weapons have developed to be even more deadly. * Increase your Strength score by 1, to a maximum of 20. * The piercing damage from your Bite feature increases to d10, and the slashing damage from your Claws feature increases to 2d6. ### Hypnotic Charm Prerequisite: Vampire (Cannot be Feralblood Vampire) Your silver tongue and commanding presence grants you a degree of power over those around you. * Increase your Charisma score by 1, to a maximum of 20. * You have advantage on Charisma checks when trying to convince people to see your point of view. * You may cast Charm Person once per long rest. Casting Charm Person this way uses your Charisma spell DC. ### Blood Curse Prerequisite: Cursed-Blood Vampire The cursed blood that runs through your body affects every aspect of your life. Now it can affect the lives of those around you. * Increase your Charisma or Intelligence by 1, to a maximum of 20. * You are able to cast Hex with the only material component being your own blood. You may cast Hex this way two times per long rest. Drawing blood for this spell inflicts twenty necrotic damage to the caster. This damage cannot be reduced in any way. ### Vampiric Lair Prerequisite: Level 10, Vampire When a vampire becomes powerful enough their very presence can alter the world around them. By performing closely guarded dark rituals that take ten days and one thousand gold's worth of ingredients a vampire can create a lair for itself in an area of its choosing. Some prefer castles and lavish mansions while others prefer to stay hidden in caves and shacks. Regardless, the lair taints the world and the weave in a one hundred foot radius. This taint can be felt by creatures that enter the area uninvited. While in the area a creature cannot take long rests and feels like they are constantly being watched and followed. Constructs and undead creatures are not affected. The one hundred foot radius affected by the lair experiences the following: * There is a noticeable increase in the population of bats, rats, and wolves in the affected area. * Plants within the area wither, their stems and branches becoming twisted and thorny. * Shadows cast within the area shift and morph on their own, taking on the images of snakes, rats or tentacles. * A creeping fog clings to the ground and will shift and morph into eerie forms, such as grasping claws and writhing serpents. Having this Vampiric Lair also grants the Misty Escape feature of the PHB vampire. However once used the vamire must rest in their lair for one week. \pagebreak Big thanks to Robusta Art for the cover art! Find them on Facebook, Devientart, Twitter, and Pixiv here: [https://www.facebook.com/RobustaCommisisons](http://address "title") [http://robusta-mania.deviantart.com/](http://address "title") [https://twitter.com/RobustaArt](http://address "title") [https://pixiv.me/robusta-mania](http://address "title")