The Azerrad

**Gardyn** is ruled by an elite society of vampires called ***The Hovoruus***. From time to time *The Hovoruus* take citizens as vampire spawn to fill roles in government and military. These spawn are nearly always volunteers and are known as ***The Azerrad***. They have some characteristics of standard vampires, but they are not nearly as powerful. *The Azerrad* cannot create spawn via biting as *The Hovoruus* can. In a general sense, *The Hovoruus* frown on *The Azerrad* flaunting their abilities and undead nature in public as, for most, they do not want to rule by fear.

The Azerrad are the public official class in the Gardyn organizational hierarchy. The position is considered for life, but often elder Azerrad are retired to lives of plenty. That said, some among The Azerrad decide to shed their responsibility and affiliation to The Hovoruus authority. It’s frowned upon, but it happens. Those who choose this path are black sheep in the Hovoruus/Azerrad social structure. At best, ridiculed in the more kind regions. At worst, considered traitors who are targets in others. For this reason, most who leave the path choose to go underground or leave Gardyn to find a better life.

## Playing as The Azerrad

Those who wish to play as a member of The Azerrad may create a character of whatever race/class they like. They level and progress as normal for their race/class, but once joining the ranks of The Azerrad they gain the following:

**Sacrifice**

* Part of taking on the life of The Azerrad means giving up some "humanity" for greater power. In making the transition you must give up a racial ability from your previous life. Some abilities make sense to lose and some don't. The DM has to sign off on this.

**Ability Scores**

* Once becoming Azerrad you may increase one ability score by 2 or two by 1. Additionally, you must decrease one ability score by 1.

**Traits**

* Damage Resistance: Necrotic
* Supernatural Resistance (1/day)
* Limited Regeneration (1hp/turn/character level)
* Spider Climb (½ movement speed)
* Weakness: Wooden Stake to the Heart, Disadvantage in direct Daylight

**Actions**

* Move: Move up to your base speed without provoking Opportunity Attacks.
* Proficient in unarmed strike (bite attack)
* Limited Charm: The Azerrad may cast Charm Person an equal number of times per long rest to their Charisma modifier. Starting at level 5 an additional creature per character level may be targeted. The creatures must be within 30 feet of each other when you target them.

* Vampiric Bite: The vampire makes one bite Attack on one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Upon Hit: 1d6 (+STR modifier) necrotic damage. The target's hit point max 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 max to 0. Victims do not rise as spawn after being buried.

**Supernatural Resistance:** Once per long rest upon failing a saving throw that would lead to damage you may reroll the save.

**Limited Regeneration:** Regain 1 hit point per character level at the start of your turn if you have at least 1 hit point.

**Spider Climb:** Climb difficult surfaces, including upside down on ceilings at one half movement speed, without needing to make an ability check.

**Stake to the Heart:** If a piercing weapon made of wood is driven into your heart while Incapacitated, you become Paralyzed until the stake is removed. If 0 hit points are reached while staked, you die.

**Disadvantage in Daylight:** The Azerrad can operate in daylight though they often prefer to cover themselves. Covered or not, unless indoors with closed windows, when in daylight all rolls are at disadvantage.