Vampire

| Attribute | Value |
|---|---|
| Hit Die | d10 |
| HP/level | 7 |
| Weapon Prof. | 2 martial |
| Armor Prof. | Light |
| Saving Throws | Con, Cha |
| Level | Talents | Special Ability |
|---|---|---|
| 1 | 1 | Vampirism |
| 2 | 2 | |
| 3 | 3 | |
| 4 | 4 | |
| 5 | 5 | |
| 6 | 6 | |
| 7 | 7 | |
| 8 | 8 | |
| 9 | 9 | |
| 10 | 10 |
| Level | Max Vitae | Special Ability |
|---|---|---|
| 11 | 11 | |
| 12 | 12 | |
| 13 | 13 | |
| 14 | 14 | |
| 15 | 15 | |
| 16 | 16 | |
| 17 | 17 | |
| 18 | 18 | |
| 19 | 19 | |
| 20 | 20 |
Vampire
Flavor text.
Vampirism
You're a vampire.
- Retain your original Ancestry abilities
- Type changes to Undead
- Resist 50% necrotic, Vulnerable to radiant
- You cannot cross the threshold of a sanctified place or the home of a mortal without invitation. If you find yourself inside one, you must spend all actions to exit as quickly as possible.
- You suffer 33% max HP in internal, unavoidable damage each round you spend in running water or sunlight
- When presented with a holy symbol by a faithful mortal, you are warded as Turn Undead
Blood Drain
At-will, melee, std, Str or Dex attack; medium piercing damage, plus, if piercing damage is not avoided, light Con damage. You gain the drained Con as Blood (see below).
Only living creatures with normal biology grant Blood. Aberrations, Undead, Construct, Elementals, etc do not grant blood. Non-sentient creatures grant Blood, but you cannot exceed half your Max Blood unless you drain blood from a creature of your own type (usually humanoid).
If you drain blood from a humanoid, then infuse them with your vampiric blood, and they are not purified by radiant damage or Greater Restoration or similar magic within 8 hours, they become a Vampire.
Regeneration: you may automatically pass any death saving throw by spending 1 Blood. Once stable, after 1 hour of rest, you may spend 1 Blood to regain 1 HP. You may only spend Blood in this manner if you are above -5. If you manage to fail enough saves to die, you remain in a corpse-like state indefinitely. It possible to regenerate a vampire from this state using copious amounts of blood. It is possible to destroy such a vampire permanently using radiant damage or sunlight. Regeneration only works when not staked, and when not in running water or sunlight. If in running water or sunlight, you always fail death saving throws (both normal and the additional ones from the damage caused by the water or sunlight).
Blood Attribute
You gain an attribute called Blood, representing the amount of life energy you've drained.
- Min value: -5
- Max value: +5
You may use Blood for any ability that specifically requires it, or as follows:
- As a substitute for Mana (1:1)
- At-will, immediate; you heal for 1d10 HP per Blood expended.
Every day, your Blood decreases by 1 automatically, as it sustains your existence.
When your Blood is negative, you suffer a compulsion to feed (rules TBD). Below -5, you lose control of your character and immediately seek sustenance until your Blood is maxed out.
Talents
Vampiric talents represent advancements in your vampiric power.
Potency
Vampires that master the Potence Discipline possess physical strength beyond mortal bounds. This Discipline is responsible for the legends of vampires possessing the strength of 10 men.
- Draining Touch: +2 Str. Your melee attacks also inflict light Con damage, as if you used Drain Blood (including granting you +Blood).
- Siege: +2 Str. You can wield Medium creatures or objects as ranged or melee weapons that inflict heavy kinetic damage, or Large creatures or objects as melee weapons (with disadvantage to hit) that inflict 2x heavy kinetic damage. To seize an unwilling creature you must succeed at a Grapple first.
- Slam: +2 Str. Gain a natural attack, Slam: at-will, melee, Str attack; heavy kinetic damage.
- Spellbreaker: +2 Str. You can attempt to physically break spell effects which resist force. Any sort of wall, shield, or other force effect that blocks line of effect can be targeted, as long as the spell is capable of being dispelled. Roll Str vs the spell's DC.
- Stomp: +2 Str. Recharge 33%, std, close burst 2; medium kinetic damage, plus roll Str vs Con. On failure, targets fall prone.
Celerity
For some vampires, the mortal world moves in slow motion. In times of stress, vampires with Celerity can move with amazing speed, becoming blurs of motion to anyone, mortal or immortal, who does not possess the Discipline.
- Blink: +2 Dex. You can move so quickly that you appear to teleport. Recharge 33%, move; instantly move up to a full move without provoking. Gravity has no effect while you move, but you do traverse the distance--you do not teleport. You can recharge this ability by spending 1 Blood.
- Bullet Time: +2 Dex. You have advantage to Dodge checks. Reaction, 1 Blood; you gain +10 to Dodge checks until your next turn, and you can make unlimited Dodge attempts.
- Cat's Grace: +2 Dex. You take no falling damage. Gain a Jump movement type; at-will, move; you jump directly to your destination, anywhere within your movement rate horizontally and half that vertically.
- Spider Climb: +2 Dex. You can spider climb.
- Vampy Speed: +2 Dex. Gain +6 movement speed.
Gaseous Form?
Fortitude
- Leaden Skin: +2 Con. Gain +5 AC due to natural armor.
- Unholy Armor: +2 Con. Nonmagical attacks inflict subdual damage.
- Bonebreaker: +2 Con. Melee attackers who fail to lethally damage you suffer retributive damage of the same type.
- Fast Healing: +2 Con. As long as your Blood total is above 0, you automatically heal 10% of your max hp at the start of each turn, even if incapacitated. This ability does not function if you are staked, or are currently in sunlight or running water.
Int
Auspex
- Heightened Senses: +2 Wis. You gain Blindsight in a 30 ft radius. You cannot be surprised.
- Lift the Veil: +2 Wis. You see beyond the Masquerade that protects mortal eyes. You can see invisible and ethereal creatures, you can see the magical auras of outsiders, summoned creatures, etc.
- Team Edward: +2 Wis. You can read minds as in Detect Thoughts.
- Sense Vestigia: +2 Wis. With your heightened senses, you perceive Vestigia, the residue of magical energy and natural souls. You can sense the psychic residue on objects (i.e. Object Reading), you can identify practitioner-specific magical auras, and you can track blood and body parts in the manner of a phylactery.
Domination
- Charming Gaze: +2 Cha. At will, std, 1 Blood: target humanoid or animal is charmed, Wis negates, or until next sunrise. If subject is charmed on three consecutive days and fails each time, the effect is permanent and nonmagical.
- Create Spawn: +2 Cha. When you create a vampire spawn, they are under your dominion. They must obey your commands and cannot do you harm, nor, through inaction, allow you to come to harm. They can attempt to resist other commands using opposed Cha. You can freely transfer Blood to and from your spawn. The more spawn you create, the more your dominance over them thins as it stretches to cover them all (rules TBD).
- Evil Eye: +2 Cha. You can Drain Blood at range through mere eye contact.
- Ward Resistance: +2 Cha. You gain Turn Resistance (advantage vs any effect that turns undead), and are not warded by holy symbols (other than those used by a proper holy caster during Turn Undead). You may enter sanctified ground or private thresholds, but you lose all benefits of your Vampire template and class (other than this specific ability) while inside and uninvited.
Humanity
- Daywalker: Exchange Sunlight Vulnerability for Sunlight Weakness: in direct sunlight, you are nauseated. In indirect sunlight, you suffer vulnerability to all damage, and inflict half damage with your own attacks. You can mitigate these effects with sufficient body coverage.l
The Black
- [Diablerie]: you can gain positive Blood by draining other vampires and outsiders. You can also temporarily gain their powers if they remain alive (undead), or permanently if you slay them (and level up).
Animism
- Natural weapons
- Animal form
- Children of the Night
- etc