Vampires

The vampire, of course, is not a species that one can be born into, but rather an attribute that can be acquired by many humanoid creatures. Vampires in Aithar are rare, but deadly creatures. They are often, but not always, evil in alignment, and typically are solitary creatures of the night, feeding on whatever animals or beings they see fit. The House of Kas is perhaps the largest exception to this rule, as until the Second Great War, the House was one of the largest unified crime syndicates in all of Aithar, and composed at least 30% by Kasian Vampires.

The game statistics of a player character transformed into a vampire spawn and then a vampire do not change, except that the character's Strength, Dexterity, and Constitution scores each become 18 if they are not already higher. In addition, the character gains the vampire's damage resistances, darkvision, traits, and actions. Attack and damage rolls for the vampire's attacks are based on Strength. The save DC for Charm is 8 + proficiency + Charisma modifier. The character's alignment becomes chaotic evil as a vampire spawn, and lawful evil as a full vampire, unless the character has a strong story and influences that allow it to retain a more neutral alignment. Vampires can almost never be of good alignments.

The character receives no further natural boosts to ability points. The character loses 1d3 class levels (including spell slots, hit die, etc) due to the permanent loss of memories which occur at death and during Transition.

A character remains a Vampire Spawn until their parent Vampire is destroyed, or allows them to drink of its blood and then rest in their coffin for 48hrs.

Regeneration: The Vampire regains 10 Hit Points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the Vampire takes radiant damage or damage from Holy Water, this trait doesn't function at the start of the vampire's next turn.

Spider Climb: The Vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Forbiddance: The Vampire can't enter a residence without an invitation from one of the occupants.

Harmed by Running Water: The Vampire takes 20 acid damage when it ends its turn in running water.

Stake to the Heart: The Vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is Incapacitated in its Resting place.

Sunlight Hypersensitivity: The Vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on Attack rolls and Ability Checks.

Bite: Melee Weapon Attack which can target one willing creature, or a creature that is Grappled by the Vampire, Incapacitated, or Restrained (proficient). Hit: 1d6 + 3 piercing damage plus 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.

Claws: Melee Weapon Attack which can target one creature (proficient). Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the Vampire can grapple the target (escape DC 13).

Shapechanger: If the vampire isn't in sun light or running water, it can use its action to Polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.

  • While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its Statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.
  • While in mist form, the vampire can't take any actions, speak, or manipulate Objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution Saving Throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.

Legendary Resistance (3/Day): If the vampire fails a saving throw, it can choose to succeed instead.

Misty Escape: When it drops to 0 Hit Points outside its Resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of Falling Unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. While it has 0 Hit Points in mist form, it can't revert to its vampire form, and it must reach its Resting place within 2 hours or be destroyed. Once in its Resting place, it reverts to its vampire form. It is then Paralyzed until it regains at least 1 hit point. After spending 1 hour in its Resting place with 0 Hit Points, it regains 1 hit point.

Regeneration: The vampire regains 20 Hit Points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from Holy Water, this trait doesn't function at the start of the vampire's next turn.

Spider Climb: The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Forbiddance: The vampire can't enter a residence without an invitation from one of the occupants.

Harmed by Running Water: The vampire takes 20 acid damage if it ends its turn in running water.

Stake to the Heart: If a piercing weapon made of wood is driven into the vampire's heart while the vampire is Incapacitated in its Resting place, the vampire is Paralyzed until the stake is removed.

Sunlight Hypersensitivity: The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on Attack rolls and Ability Checks.

Bite (Bat or Vampire Form Only): Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is Grappled by the vampire, Incapacitated, or Restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) 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. A humanoid slain in this way and then buried in the ground rises the following night as a Vampire Spawn under the vampire's control.

Charm: The vampire Targets one humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be Charmed by the vampire. The Charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bit Attack. Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a Bonus Action to end the effect.

Children of the Night (1/Day): The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The Beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a Bonus Action.

2018/07/31 21:18 · asherion