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### Fledgling Vampire When bitten by a vampire, a creature must succeed on a Constitution saving throw of DC 8 + the vampire's proficiency bonus + the vampire's Constitution modifier or be cursed with vampirism and gain the following traits: #### Hemophage You cannot regain hit points or hit dice from a long rest. When you take a long rest, spend 1 hit die or weaken and gain one level of exhaustion that no amount of rest can remove. As an action, you can spend a hit die to remove one level of exhaustion gained this way. When you see a creature with blood while exhasuted, make a Wisdom saving throw of DC of 10 + twice your level of exhaustion or go berserk. You make the saving throw with disadvantage while you have half your hit point maximum or less. While berserk, ignore the effects of exhaustion, gain the effects of the *Haste* spell, and you must use your action each round to attack the creature nearest to you. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You can repeat the saving throw at the end of your turn, ending the effect on a success. #### Vampiric Bite Once per turn, you can use your teeth to make a melee weapon attack against one willing creature, or a creature that is grappled by you, incapacitated, or restrained, drinking blood from a creature's neck with your fangs. On a hit, deal 1d6 + your Strength modifier piercing damage + 1d6 necrotic damage. Regain hit points equal to the necrotic damage dealt. If you have all your hit points, the creature loses 1 hit die and you regain 1 hit die instead. This feature’s necrotic damage increases by 1d6 when you become a vampire spawn (2d6), true vampire (3d6), ancient vampire (4d6). ### Vampire Spawn When you die while infected with vampirism and buried, you rise from the grave as a vampire spawn under the control of the vampire that bit you. Gain the following features: #### Vampiric Claw You can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d8 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike. Instead of dealing damage, you can grapple the target. #### Chained to the Grave You remains bound to your coffin, crypt, or grave site, where you must rest by day. You cannot take a long rest outside your resting place. If you didn't receive a formal burial, you must lie beneath a foot of earth at the place of you transition to undeath. You can move your place of burial by transporting your coffin or a significant amount of grave dirt to another location. #### Undead Nature You do not require air, food, or drink, you gain resistance to necrotic, and you cannot die from exhaustion. \columnbreak #### Vampiric Might Your Strength, Dexterity, and Constitution become 16 if they aren't higher. These stats increases by 2 when you become a vampire (18), ancient vampire (20). #### Darkvision 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 discern colors in that darkness as shades of gray. This feature's darkvision doubles in range when you become a vampire (120 feet), ancient vampire (240 feet). #### Regeneration At the start of your turn, if you have at least 1 hit point and aren't in sunlight or running water, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1). If you've taken radiant damage, this trait doesn't function until the start of your next turn. You can spend an additional hit die when you become a vampire (2 hit dice), ancient vampire (3 hit dice). #### Spider Climb You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. #### Vampire Weaknesses You have the following flaws: *Forbiddance.* You can’t enter a residence without an invitation from one of the occupants. *Harmed by Running Water.* You take 20 acid damage if you end your turn in running water. *Stake to the Heart.* If a piercing weapon made of wood is driven into your heart while you are incapacitated in your resting place, you are paralyzed until the stake is removed. *Sunlight Hypersensitivity.* You take 20 radiant damage when you start your turn in sunlight. While in sunlight, you have disadvantage on attack rolls and ability checks. ### True Vampire If you live for 100 years as a freed vampire, or drink the blood of a true vampire, you become a true vampire as well. Some features improve, and you gain the following features: #### Shapechanger If you aren't in sun light or running water, you can use an 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 feet, and you have a flying speed of 30 feet. 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. 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, you can do so without squeezing, and you can't pass through water. You have advantage on Strength, Dexterity, and Constitution saving throws, and are immune to all nonmagical damage, except the damage you take from sunlight. \pagebreakNum #### Misty Escape When you drops to 0 hit points outside your resting place, you transform into a cloud of mist (as in the Shapechanger feature) instead of falling unconscious, provided that you aren't in sunlight or running water. If you can't transform, you are destroyed. While you have 0 hit points in mist form, you can't revert to your true form, and you must reach your resting place within 2 hours or be destroyed. Once in your resting place, you revert to your true form. You are then paralyzed until you regain at least 1 hit point. After spending 1 hour in your resting place with 0 hit points, you regains 1 hit point. #### Sire Spawn A humanoid slain by your vampiric bite and then buried in the ground rises the following night as a vampire spawn under your control. #### Charm As an action, target one humanoid it can see within 30 ft. of it. If the target can see you, the target must succeed on a Wisdom saving throw of DC of 8 + your proficiency bonus + your Charisma modifier or be magically charmed by the you. The charmed target regards you as a trusted friend to be heeded and protected. Although the target isn't under your control, it takes your requests or actions in the most favorable way it can, and it is a willing target for your vampiric bite attack. Each time you or your 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 you are destroyed, on a different plane of existence than the target, or takes a bonus action to end the effect. A target that succeeds on the saving throw is immune to your Charm for the next 24 hours. ### Ancient Vampire If you live for 300 years or more as a vampire, or drink the blood of a vampire that has lived for 300 years, some features improve and you gain the following features: #### Bottomless Hunger There is no limit to how many hit dice you can have at one time. #### Sire Greater Spawn A creature slain by your vampiric bite and then buried in the ground rises the following night as a vampire spawn under your control. #### Bat Familiar Over the course of 1 hour, you can spend 1 hit die to cast the *Find Familiar* spell without without expending a spell slot or material components. The familiar must take the form of a bat, and you can have a number of familiars up to your proficiency bonus at one time. \columnbreak #### Bat Swarm As an action, send swarms of bats to drain the blood from each creature of your choice within 30 feet of you. Make a ranged spell attack for each swarm. On a hit, deal 2d4 necrotic damage. Regain hit points equal to the necrotic damage dealt. If you have all your hit points, the creature loses 1 hit die and you regain 1 hit die instead. #### Nosferatu Gain the overwhelming might of ancient vampires. As a bonus action, transform into a demonic bat until you end it as a bonus action. While transformed, gain blindsight out to a range of 60 feet, increase your size by one category, and you can make two unarmed strikes as a bonus action. On a hit, deal 2d8 slashing damage and grapple the target You can grapple up to two targets with this feature. You cannot use this feature again until you finish a long rest.
Vampire Boss by Gore Shiring on Tumblr \pagebreak ### Roleplay Suggestions The appearance of a vampire could depend on how much blood (hit dice) they have. Looking full of color, but growing paler the less hit dice they have. As for their physical complexion, they could look wrinklier and for gaunt the less hit points they have, only regaining their beauty when they heal. Make them look more like the undead monster they're trying to disguise as they become more desperate. This would also mean when a vampire revives from their misty escape, they'd look the most like an undead, but regain their youth and color after drinking blood until they are completely indistinguishable from the living once more.