Curse of Vampirism

At some long past point in your life, you were taken by a vampire and turned. You spent countless years as a mindless vampire spawn, destroying and drinking at your master’s behest. By a certain point, you’d earned your master’s regard, and they made you a vampire scion, granting you a small measure of free will and returning your mind, and began training you to be a true vampire. Dissatisfied with being a gilded slave, you found a way to break your master’s control over you, and managed to beat back the curse in your blood, returning yourself to a measure of life that isn’t exactly undeath. However, vampiric properties remain in your body, and a part of you thirsts to experiment with the depth of your abilities...

Vampirism Ailments

As a creature afflicted with vampirism, you suffer the following ailments:

  • You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
  • Due to your partially undead nature, if a spell or effect would cause you to regain hit points, you regain only half as many hit points if the spell or effect would normally have no effect on undead.

Level 1: Vampiric Physiology

You retain some of the physiological advantages of being a vampire scion. You have darkvision to a range of 60 feet. If you already have darkvision, its range instead increases by 30 feet. You also aren’t visible in mirrors, and you have resistance to necrotic damage.

Additionally, you still have elongated canine fangs and supernatural jaw strength, allowing you to use your bite as a natural weapon. You are proficient with your bite, which is a melee weapon that deals 1d6 piercing damage. You can use Dexterity, instead of Strength, for the attack and damage rolls of your bite.

Level 1: Scion’s Education

You benefit from the formal training you received at your vampire progenitor’s decree. You gain proficiency with longswords, rapiers,

and longbows.

Additionally, you gain proficiency in your choice of one of the following skills or tools: Athletics, History, Insight, Intimidation, Persuasion, calligrapher’s supplies, dragonchess sets, or two instruments of your choice. Alternatively, you can learn a language of your choice.

Level 3: Curse Spells

You gain curse spells at the accursed levels listed in the Vampirism Curse Spells table. See the Spellcasting class feature for how curse spells work.

Vampirism Curse Spells
 
Accursed LevelSpells
2ndCharm Person)
5thSpider Climb
9thGaseous Form
13thDominate Beast
17thDominate Person
  [h

3]Level 3: Draining Bite When you hit a creature with your bite that you have grappled or that is willing, incapacitated, or restrained, your bite deals an additional 1d6 necrotic damage, draining blood and life force from the victim. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken this way, and you regain half that many hit points (minimum 1). The reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Undead and constructs are immune to this feature.

The necrotic damage increases by 1d6 when you reach certain levels in this class: 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Level 3: Sanguine Glamour

You learn to tap into the vampiric ability to charm. As an action, you can attempt to charm a humanoid within 5 feet of you that you can see and that can see you, as long as it isn’t hostile to you or any of your companions. The target must succeed on a Wisdom saving throw or become charmed by you until the end of your next turn, until you lose concentration (as though concentrating on a spell), or until you or your companions do anything harmful to it. You can use your action on subsequent turns to maintain this effect for an additional round, up to a maximum duration of 1 hour. The charmed creature regards you as a friendly acquaintance for the duration.

Once the condition ends on a creature, or if it succeeds on its saving throw against the effect, it knows you attempted to charm it, potentially becoming hostile, and becomes immune to this feature until you finish a long rest.

Level 5: Vampiric Strike

When you take the Attack action on your turn and successfully grapple a creature, you can make a bite attack against that creature this turn as part of the same action. Additionally, when you take the Attack action on your turn and make only non-bite weapon attacks, you can make an additional non-bite weapon attack as part of the same action.

Level 11: Crimson Strength

The power you’ve accumulated from all the blood you’ve drunk manifests as physical strength. You have advantage on Strength (Athletics) checks you make to grapple.

Additionally, you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Level 15: Caller of Beasts

You learn the conjure animals spell. It counts as an accursed spell for you, and doesn’t count against the number of accursed spells you know. Once, you can cast conjure animals without expending a spell slot. When you cast the spell this way, it doesn’t require concentration, and only swarms of bats, swarms of rats, and wolves can be summoned. You regain the ability to use this feature when you finish a long rest.

Level 20: Sanguine Ascension

You gain a flying speed equal to your base walking speed, and whenever you deal necrotic damage to a creature that isn’t an undead or construct, you regain hit points equal to half the damage dealt, stealing the target’s life force. Additionally, when you use your Sanguine Glamour, the target can be any creature that isn’t a construct or undead within 5 feet of you that can see or hear you, and you can maintain the effect for an indefinite period.


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