D&D Vampire

## Vampires

Legends tell of terrible creatures of the night that drink blood and are masters of the undead. They are able to turn into bats to hide from their prey who are unsuspecting of such a tiny creature. They wield powers of seduction and charming, and are able to force anyone to do their will. They are known as Vampires.

### The Start of It All

Vampires are not a natural part of the world. They are born of terrible eldritch magic that started from the very first vampire, Count Vlad the Impaler, known better as “Dracula”. It is said that the Count studied the dark eldritch arts at the school of Scholomance. Becoming proficient in alchemy and eldritch magic, he found a way to turn himself into a terrifying undead creature known as a Vampire.

### Slaves to Their Masters

Every vampire is born from another vampire. When a vampire kills a humanoid creature by draining its blood, it raises again the next night as a vampire spawn under the control of the vampire who bit it. In time, that vampire spawn will come to learn their new powers, becoming a fully-fledged vampire. However, it will always remain the slave of the one who bit it. There is but two ways to be free of this control. The first is for the master to harm the servant. If this is done, the control is broken, and the servant is free. The second is for the master to die.

### Race Name Traits

As a Vampire, you gain the following traits:
***Ability Score Increase.*** Your Strength, Constitution, and Dexterity scores become 16. These increase to 17 at 8th Level, and 18 at 16th Level. These ability scores cannot be improved in any way except by magical means.
***Age.*** You are ageless because you are undead.
***Alignment.*** Most vampires are lawful evil creatures. Some may be of other alignments, but will always struggle with strong desires of bloodlust trying to turn them evil. If you choose a good alignment, you must make a DC 12 Intelligence (or Sanity if using the Sanity rules) saving throw at the beginning of each day, becoming evil for that day on a fail. If you choose a neutral alignment, you must make a DC 8 Intelligence (or Sanity if using the Sanity rules) saving throw, becoming evil for that day on a fail.
***Size.*** Vampires are the same size as the race they were in life. (see Of Another Race trait for more info)
***Speed.*** Your undeath makes you terrifyingly swift. Your base speed increases by 5 feet. (see Of Another Race trait for more info)
***Of Another Race.*** You weren't always undead. You were once a living member of another race of humanoid creature. You gain that race's base speed, size, and Ability Score Adjustments (except in Strength, Constitution, and Dexterity).
***Bloodlust.*** You were risen by powerful eldritch magic. While the world would treat you as an undead, you have a soul and are therefore classified as humanoid. You also do not need to eat or breathe but you can ingest food and drink if you wish. However, you do require sustenance in the form of blood. Over the course of a day, you must drain the blood of the living to an amount equal to your hit points. If you do not, your hit point maximum drops by the amount you did not drain the day prior. You can restore those hit points by draining more then your new hit point maximum, regaining the amount back that you drain. If your hit point maximum is reduced to 0 in this manner, you die instantly.
***Necrotic Body.*** Because of your undead body, you cannot stand the touch of the divine. Spells that would heal you now deal divine damage. However, spells that would deal necrotic damage now heal you. You now also count as undead as one of your creature types. You can be affected by a game effect if it works on any of your creature types.
***Vampiric Resistances.*** At 1st level, you gain immunity to poison damage and cannot be poisoned. At level 8, you gain resistance to piercing, slashing, and bludgeoning damage from nonmagical weapons that aren't silvered.
***Vampiric Vision.*** As a creature of the night, you have adapted to see in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. At level 8, this increases to 120 feet.
***Shapechanger.*** If you are not in sunlight or in running water, you can use your action to polymorph into a Tiny bat or a Medium cloud of mist, or back to your original form. While in bat form, you can't speak, your walking speed is 5 feet, and you gain a flying speed of 30 feet. Your statistics, other then size and speed, remain unchanged. Anything you are wearing transforms with you, but nothing you are carrying does. You revert to your true form if you die in that form.
While in mist form, you cannot take any actions, speak, or manipulate objects. You are weightless, have 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 tthrows, and are immune to all nonmagical damage, except the damge you take from sunlight. In addition, you transform into your mist form upon dying and must return to your coffin within an hour or be destroyed.
***Vampiric Weaknesses.*** You gain the following flaws:

**Garlic Intolerance.** You cannot step within 20 feet of garlic. The very smell of it makes you sick, and you take 1d6 poison damage that cannot be reduced by resistances or immunities if you start your turn within 20 feet of it. This increases to 2d6 poison damage that cannot be reduced by resistances or immunities if you start your turn within 10 feet of it. When you hit level 10, this damage is halved. When you hit level 20, you completely lose this trait.

**Stake to the Heart.** If a piercing weapon made of wood or silver 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 1d6 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. When you hit level 8, you only take half that damage. When you hit level 16, the sunlight no longer harms you, but you still have disadvantage on attack rolls and ability checks. At level 20, you completely lose this trait.
***Vampiric Teeth.*** You are never unarmed. You are proficient with your teeth, which are a melee weapon that deals 1d6 piercing damage and 1d6 necrotic damage. You can only bite something that you have grappled or restrained, or is incapacitated or is willing. When you bite something, the creature's hit point maximum is reduced by an amount equal to the necrotic damage that was taken, and you regain hit points equal to that amount. This reduction lasts until the next long rest. Any creature reduced to a hit point maximum of 0 by this dies instantly.
***Charm.*** Starting at level 5, you have mastered the art of charming your foes. As an action, you target one creature you can see within 30 feet of you. It must make a Wisdom saving throw that is a DC of 8 + your Charisma modifier + your proficiency. On a failure, the creature is charmed for 24 hours or until you die. The creature can repeat the saving throw if it is harmed by an ally. A creature that succeeds is immune to this ability from you for the next 24 hours. At level 10, you instead dominate the target instead of charming it.
***Vampiric Regeneration.*** At level 8, as long as you are not in direct sunlight or in running water, you regain 1d6 hit points every 10 minutes. At 12th level, the time decreases to 5 minutes. At 16th level, the time decreases to 1 minute. At 20th level, you regain the hit points at the start of your turn.
***Languages.*** You knew the languages you knew in life.