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Staking Vampires: Unified Guide

Written by DoStuffZ

Crafting the Vampire Stake

  • Materials: A piece of hardwood (e.g., ash, oak) or any wood known for its holy significance can be crafted into a stake, provided it’s pointy on one end.
    • Crafting Difficulty: Crafting a simple wooden stake is an easy task, requiring basic tools such as a knife or axe.
  • Sanctification Process: To make the stake effective against vampires, it must be blessed or soaked in holy water.
    • Cost: 25 gp worth of holy water or a blessing ritual will sanctify 10 stakes.
    • Duration: The blessing or holy water effect lasts until the stake is either used to kill a vampire or the blessing wears out over time (determined by the DM, typically permanent until used).
 

Staking During Combat

  In battle, players have two options to stake a vampire: waiting until it is incapacitated or grappling it during combat.
  1. Option 1: Staking After Defeat
    • When a vampire is reduced to 0 hit points, it turns to mist and attempts to return to its resting place (typically a coffin).
    • Once in its resting place, the vampire becomes corporeal again and starts its regeneration phase.
    • Task: Driving the stake into the resting vampire requires a DC 14 Strength (Athletics) check.
    • If successful: The vampire is staked, and its regeneration is halted.
  2. Option 2: Staking During Combat (High Risk)
    • If players choose to stake the vampire while it is still active, they must first grapple it.
    • Task: The player grappling the vampire must succeed on a DC 18 Strength (Athletics) check to hold it steady long enough to drive in the stake.
      • Be careful, as the vampire can still bite or attack while restrained, adding additional danger.
    • Danger Zone: Grappling the vampire puts the player at risk of being bitten. Each round the vampire is grappled, the player must make a DC 14 Constitution saving throw to avoid a potential bite.

Effects of Staking

Once the vampire has been staked—whether in combat or at rest—it enters a state of wild, violent thrashing.
  • Immediate Reaction:
    • The vampire begins screaming and flailing violently, instinctively trying to remove the stake.
    • Each round, the vampire makes a DC 20 Strength (Athletics) check to attempt to remove the stake.
    • This check is made at disadvantage due to the pain and radiant energy weakening it.
  • Flailing Effects:
    • The vampire’s thrashing is dangerous. Any creature grappling the vampire or within 5 feet must make a DC 15 Dexterity saving throw each turn or take 1d8 bludgeoning damage from the wild flailing.
    • There’s also a 25% chance each turn the vampire will instinctively attempt a bite attack on a nearby creature (if it hasn’t already done so).
  • Allies Cannot Assist:
    • Vampire allies (or minions) may try to help remove the stake, but by standard vampire code, this is rare. If they attempt to help, they must also succeed on a DC 20 Strength check to remove the stake.

Radiant Damage from the Stake

While the vampire is staked, it takes continuous radiant damage, which prevents it from regenerating.
  • Radiant Effect: The vampire takes 2d10 radiant damage at the start of each of its turns while the stake is embedded.
  • Prevention of Regeneration: The radiant energy stops the vampire's regeneration ability while the stake remains in its chest.
  • Burning at 0 HP: If the vampire’s hit points are reduced to 0 by the radiant damage, it bursts into divine radiant flames, screaming in agony as it is consumed. This process is irreversible, and the vampire is destroyed forever.
 

Final Death

Once the vampire reaches 0 hit points while staked, it is consumed in divine radiant flames.
  • Destruction: The vampire’s body crumbles to ash, and it is irreversibly lost, unable to regenerate or return.
  • Stake Depletion: The divine energy used in the process of destroying the vampire burns away the blessing or holy water on the stake, leaving only a common piece of wood behind.

Key Points:
  • Crafting a Stake: Simple, but requires sanctification (25 gp for 10 stakes).
  • Combat Staking: High-risk, grappling first (DC 18) with a chance of being bitten. Driving the stake is difficult (DC 18 in combat).
  • Resting Place Staking: Easier but requires finding the resting place (DC 14 to stake).
  • Flailing & Screaming: The vampire violently struggles to remove the stake (DC 20), causing potential damage to nearby players.
  • Radiant Damage: Deals 2d10 radiant damage per turn, halting regeneration.
  • Final Death: At 0 HP, the vampire is destroyed, and the stake loses its sanctification.

Stakes Consumed in Vampiric Destruction: Magical Components

When a stake is consumed during the destruction of a vampire, its remnants are infused with powerful divine and vampiric energy. These charred remains could become rare magical components, useful in the crafting of powerful enchantments, spells, or magical items.

Magical Properties of Consumed Stakes:

  • Divine Residue: The radiant energy used to destroy the vampire leaves behind traces of divine magic.
  • Vampiric Essence: Though the vampire is destroyed, its essence lingers, providing a dark energy that can be harnessed for necromantic or enchantment purposes.
  • Enchantment Use: The remains of a consumed stake can be used to craft weapons or items that are especially potent against undead or can be integrated into powerful divine spells.
  Potential Uses:
  1. Divine Weapon Enchantment:
    • These remains could be used as a rare ingredient in creating weapons with radiant damage, ideal for vampire hunters or those who battle undead frequently.
    • Example: Crafting a Vampire Slayer's Blade, which deals extra radiant damage to undead.
  2. Necromantic or Divine Spells:
    • The remnants could be used as material components in powerful necromantic or radiant spells, such as Banishment, Divine Word, or Create Undead, giving these spells enhanced effects or a longer duration.
    • Example: Using the stake’s remains to cast Divine Word, making it more potent against undead creatures.
  3. Crafting Anti-Undead Relics:
    • A skilled enchanter or cleric could incorporate the remains into a warding talisman or holy symbol that offers protection from or boosts power against vampires and other undead.
    • Example: Creating a Talisman of Radiant Protection, which grants resistance to necrotic damage or advantage on saving throws against undead abilities.
  4. Enhanced Spell Focus:
    • A wizard or cleric could use the remnants of a consumed stake as an arcane focus or holy symbol that boosts spells related to light, fire, or radiant energy.
    • Example: A holy symbol carved from the ashes could grant an extra 1d6 radiant damage to all spells that deal radiant damage for a limited time.
  5. Unique Magic Item Creation:
    • Combine the remnants with other rare components to craft unique magic items that echo the destruction of the vampire.
    • Example: A Stake of Eternal Flame, which ignites in radiant fire when near vampires, dealing radiant damage and preventing regeneration.

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