Vampire Parentage
Vampires are undead who feed on blood. They are considered one of the most feared and powerful undead. They look nearly identical to the person they were in life, but with pallid skin, hardened facial features, blood-red eyes, and sharp teeth.
Vampires are solitary and territorial creatures by nature, with the exception being other vampires they’ve created themselves, but even that companionship only lasts for so long before it ends, sometimes by force.
There are rare occasions when ancient vampires who have amassed an impressive amount of territory and food sources come together to form a coven. This coven decides which city to insert themselves into and become the ruling power. Once that has happened, the vampires’ influence is hidden to encourage neighboring communities to not only visit whatever city they’re secretly controlling but also to avoid being hunted. These societies have strict rules around feeding and turning other individuals within and outside their city limits for those who belong to it.
Vampires are solitary and territorial creatures by nature, with the exception being other vampires they’ve created themselves, but even that companionship only lasts for so long before it ends, sometimes by force.
There are rare occasions when ancient vampires who have amassed an impressive amount of territory and food sources come together to form a coven. This coven decides which city to insert themselves into and become the ruling power. Once that has happened, the vampires’ influence is hidden to encourage neighboring communities to not only visit whatever city they’re secretly controlling but also to avoid being hunted. These societies have strict rules around feeding and turning other individuals within and outside their city limits for those who belong to it.
Vampire Traits
You have a pool of 16 points to spend between your two birth parents. If either or both of your birth parents are dhampirs or vampires, choose from the following.Bat Form (9 Points)
- If you aren’t in sunlight or running water, as an action, you can polymorph into a Tiny bat 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 fall to 0 hit points. You can adopt bat form at will.
Bite (2 Points)
- Your fangs are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier instead of the bludgeoning damage normal for an unarmed strike.
Blood Dependency (−2 Points)
- If you fail to drink blood once per 7 days, you suffer 1 level of exhaustion at the end of the 7th day. You can recover from this exhaustion only through magic or by drinking blood.
Claw (1 Point)
- Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Forbiddance (−3 Points)
- You can’t enter a residence without an invitation from one of the occupants.
Holy Aversion (−2 Points)
- You’re vulnerable to radiant damage and damage dealt from holy water.
Long-Lived (0 Points)
- If you inherit this trait from your other birth parent also, your lifespan is relatively long.
Mist Form (9 Points)
- If you aren’t in sunlight or running water, as an action, you can polymorph into a Medium cloud of mist or back into your true form. While in mist form, you can’t take any actions, speak, or manipulate objects. You are weightless, have a flying speed of 10 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, but you can’t pass through liquids. You have advantage on Strength, Dexterity, and Constitution saving throws and resistance to all nonmagical damage, except the damage you take from sunlight. You can’t fall and remain hovering in the air even when stunned or otherwise incapacitated.
- You can remain in mist form for up to 1 hour, at which point you return to your true form. If you are forced to revert to your true form while in a space that cannot contain you, you are shunted into the nearest safe space, following a path that mist could follow, and take 1d6 damage per 5 feet traveled this way. The resistance while in mist form does not apply to this damage. Once you adopt mist form, you cannot do so again until you have completed a long rest.
Misty Escape (5 Points)
- When you drop to 0 hit points outside your resting place, you transform into a cloud of mist instead of falling unconscious, provided that you aren’t in sunlight or running water. If you can’t transform (either due to sunlight, running water, because you have used this trait already since your last long rest, or due to another effect that prevents you from changing forms), you are destroyed.
- You have 1 hour to be healed or be destroyed. While at 0 hit points, you automatically succeed on death saving throws (though you do not roll these saves, so you cannot roll a natural 20 to regain 1 hit point). However, if you take radiant damage (such as the damage you take from sunlight) or damage from holy water, treat it as though you had failed a death saving throw. If you fail three death saving throws, you are destroyed. Once you use this trait, you can’t use it again until you finish a long rest.
Regeneration (5 Points)
- You are able to recover from wounds with horrifying speed. As a bonus action, you can spend a Hit Die to recover hit points. If you take fire damage, you can’t use your regeneration trait to recover hit points until the end of your next turn.
Spider Climb (5 Points)
- You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Stake to the Heart (−4 Points)
- You are destroyed if a piercing weapon made of wood is driven into your heart while you are at 0 hit points.
Sunlight Hypersensitivity (−6 Points)
- You take 10 radiant damage when you start your turn in sunlight. While in sunlight, you have disadvantage on attack rolls. You can choose this trait more than once. Each time you take this trait, increase the damage dealt by sunlight by 10.
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