Path of the Vampire


Congratulations, you have chosen the path of a Vampire. Blood is your ally, as well as your enemy. Below are the gifts and curses given to you and your new life.



The Gifts of Vampirism 



• Your Strength, Dexterity and Constitution become 18 unless it is already higher than 18.

 

• You are resistant to Necrotic damage, and Bludgeoning, Piercing and Slashing damage from non magical attacks.

 

• You gain dark vision up to 60 feet.

 

• You do not require air to breathe.

 

• You gain the spider climb ability. It has the same movement speed as your walking speed.

 

• You can use your bite attack as a bonus action or action. You can also use a claw attack in conjunction with your bite attack if you use both as your action.

 

Claws. Melee Weapon Attack: +Strength and Proficency to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 8+Strength+Proficency).

 

Bite. Melee Weapon Attack: +Strength and Proficiency to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated or restrained. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.



The Curses of Vampirism



•Your alignment is lawful evil

 

• You can not enter a residence without an invitation.


• You never cast shadows or reflections.

 

• You take 20 acid damage when you end your turn in running water (this can be subjective, but DM has final say. If you are unsure, ask).

 

• You take 20 radiant damage if you start your turn in direct sunlight. You also have disadvantage on attack rolls and ability checks while in direct sunlight.