Vampires

Vampires are the oddity among the Eternals. They are the only ones capable of reproduction without the use of animation spells, but are the least common. Vampires lived within other societies, but there were multiple societies with large Vampire minorities even during the time of the Collective. They drink blood, but they do not need this for sustenance, just for recovery. Vampires are weird.

Many stories said that Vampires would burn in the sun, could turn to bats or wolves, or any number of other such things. Most of these stories are just that; Stories, from books and folklore. A famous "historical" vampire was Terravi, a Comazots (A term to describe Bat-featured Dragons, when such distinctions were more apparent) Vampire, and a Druid of Twilight. They kinda set the mold for a lot of these fantastical tales. It is true that Vampires can bear the strength of 10 people, the dexterity of a surgeon, and the toughness of a brick wall, but this is circumstantial and limited. But, the stories live on, and when a lot of people hear about Vampires avoiding the sun (Sunburns are no joke, yo) and playing Bullet Time with Zombies, it only reinforces them.

Vampires don't really change in appearance like other Eternals; From the time of Thralls and Apprentices (Depending on who you ask) a vampire simply resembles a corpse, and it can be hard to differentiate young vampires and young zombies (Essentially coming down to Zombies having all shark-fangs, while Vampires just have the canines). When they become Neonates, Anchillae, Methuselah, then Antediluvians (Or, Squires, Knights, Commanders, and Lords), their fangs grow longer and sharper (With Antediluvian/Lord Fangs being somewhat serrated on the inside), but otherwise there is no appearance change, making it hard to determine the power of a Vampire.

Vampires were a large minority within some Giant Tribes, as well as several Humanoid States, some even running the show behind the scenes. Further, Suthani was the only Humanoid Nation to commit violence against the Collective, and it was provoked by Vampires. Who were killed. This was centuries ago, of course, but it's still a bit of a dick move all around.

Unlike other Eternals, Vampires can reproduce; If a vampire happens across a dead body, they can pour any number of hit dice worth of blood into the body (Generally taking 10 minutes or so for the reanimation to happen afterwards.) The hit dice are then rolled; The reanimation occurs only if the hit dice are rolled to a total of the body's former constitution score.

## Mechanics

As a Vampire, you choose the ancestry you bore in life and gain it's features. You lose 4 points' worth of those features, and gain the following features.

***Blooddrinker***. Your fangs are your manner of feeding. You do not need to eat or drink to rest, however you are incapable of regaining Hit Dice on your own; As an action, you may drink the blood of a willing or incapacitated creature to steal Hit Dice from them, upto a number equal to your proficiency modifier. The size of these Hit Dice change to be that of your proficiency modifier, regardless of your or their class' Hit Dice. In addition to the normal uses, you may spend a bonus action to spend and heal from one Hit Die, and when you make a skill check of any kind you may spend one Hit Die, rolling it and adding it to the check. You cannot use Hit Dice in these ways if you are in direct sunlight.

***Deathly Gasp***. You possess disadvantage on checks made to peacefully interact with most living creatures; Only those heavily acclimated to the dead treat you as a normal creature.

***Fangs***. Your fangs serve as natural weapons, with which you are proficient. They deal piercing damage equal to your proficiency die when used as a weapon, and use your Strength or Constitution for attacking and damaging.

***Sunlight Sensitivity***. You possess disadvantage on sight-based skill checks and attack rolls while you are in direct sunlight. You also get sunburns really easily, and have disadvantage on saves against extreme heat (Not fire damage, just the environmental effects).

***Undead Fortitude***. You gain Shield against all damage save Fire and Radiant equal to 1/2 your maximum hit points. Fire damage causes damage to this Shield and your hit points, however. You regain this Shield at the end of a long rest.

***Undead Nature***. You do not need to breathe or sleep, though you need to rest your body for 8 hours to achieve a short rest, and a week of no excitement for a long rest, as normal. You are immune to disease, including the Plague, and many poisons. You suffer damage from sources which would heal the living, but heal from Necrotic damage. This healing also grants Shield against Positive Energy equal to the healing received until a rest is taken.