Vampirism (Dark Origin)

## Vampire Fledgling

*You have recently been turned into a vampire, and while the hunger for blood is intoxicating, you have yet to unlock your full potential as a vampire. While at this stage, you are still curable. and only possess some of the Vampire's vulnerabilities.*

### Character Modifications

**Abilities** - Strength, Dexterity and Constitution become 18 (unless they are already higher)

**Proficiencies -** Dexterity and Strength Saving Throws.

**Resistances -** Necrotic

**Senses -** Gain Darkvision up to 60ft

### Features

**Regeneration** - While not in direct sunlight or running water, you can regain 2 hitpoints at the start of its turn if it has at least 1 hit point. If you take any radiant damage or damage from holy water, this feature doesn't function at the start of your next turn.

**Spider Climb -** You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

**Cure -** As a fledgling, your vampirism is still at the stage where it can be cured.

**Blood Sustenance -** You no longer need to eat and drink, but can if you wish, although you will receive no nourishment from it. You must drink the blood of a humanoid at least once every 24 hours to avoid the effects of hunger. You can consume the blood of animals, which will delay the need to consume humanoid blood by 4 hours.

**Agelessness -** You no longer age.

### Weaknesses

**Semi-Forbiddance -** While you do not suffer from an inability to enter a residence without an invitation yet, you feel extremely uncomfortable doing so.

**Running Water Vulnerability -** You take 5 acid damage when you end your turn in running water.

**Stake to the heart -** If you are stabbed by a piercing weapon made of wood, you are destroyed.

**Sunlight Sensitivity -** You take 5 radiant damage when you start your turn in sunlight. While you are in sunlight, you suffer -2 to attack rolls and ability checks.

### Actions

**Bite -** *Melee Weapon Attack,* Strength Modifier to hit, reach 5ft., one willing creature or a creature that is grappled by you, incapacitated, or restrained. *Hit: 6 (1d6+3)* piercing damage, plus 4 (1d6) necrotic damage. When you deal this damage, you regain hitpoints equal to the necrotic damage taken. You cannot transmit vampirism while a fledgling.

### Hunger

When you have not consumed the blood of a humanoid for a period of time, you will begin to experience levels of hunger. Similar to levels of exhaustion, levels of hunger cause a vampire to devolve into a feral state. You will receive the First Level after not consuming blood for 24 hours. Then you will advance a level for every 10 hours afterwards that you do not consume humanoid blood. Drinking humanoid blood resets your level of hunger back to 0.

Consuming **animal blood** will delay the time you need to consume humanoid blood by four hours, but it will not sustain you. You may only delay the need to feed on humanoid blood for up to 8 hours (two animal blood feeds) before the blood stops having effect. Once this happens, you will gain the first level of hunger instantly unless you drink the blood of a humanoid. Drinking animal blood while under the effects of hunger may supress the effects depending on the level of hunger.

**First Level** - You suffer from one point of exhaustion. The scent of blood will also cause you to fall under the effects of a charm, and you must make a DC 14 Wisdom Saving Throw, if you fail, you must use all of your movement to get to the source of the blood. Once you do, you are free to decide what to do, and the effects of the charm will end. You cannot fall under this charm effect again for 10 minutes.

**Second Level** - You suffer from three points of exhaustion. You are now becoming more feral, you must make the charm save on each of your turns. The DC save is now 16. Additionally, when you are charmed and find the source of the blood, you must make another Wisdom Save (DC 14) to resist biting the source. If you succeed on the save, you are free of the initial charm too.

**Third Level -** You suffer from four points of exhaustion. You are now feral, you attack all humanoid creatures near you in an effort to gain blood. Using the bite action on a humanoid will now critical hit, and you will be sated of the hunger. However, you will remain feral for up to 1 hour while under this level.

## Vampire Adept

*You have now evolved beyond a mere fledgling. You are now an experienced vampire, and can now start turning others to your cause should you so wish. Establish a coven of your own, or become the strongest vampire in the world, it is up to you.*

### Conditions to evolve

To become a Vampire Adept, you must have been a Vampire Fledgling for at least 6 months. Additionally, once you have drank blood from 10 humanoids, willing or otherwise, you will reach this stage.

### Character Modifications

**Abilities** - Strength, Dexterity and Constitution become 18 (unless they are already higher)

**Proficiencies -** Dexterity, Strength and Constitution Saving Throws.

**Resistances -** Necrotic, Piercing and Slashing from non-magical means.

**Vulnerabilities -** Radiant

**Senses -** Gain Darkvision up to 80ft

### Features

**Regeneration** - While not in direct sunlight or running water, you can regain 5 hitpoints at the start of its turn if it has at least 1 hit point. If you take any radiant damage or damage from holy water, this feature doesn't function at the start of your next turn.

**Mist -** When you drop to 0 HP, you become a Mist, provided it was not by Radiant damage, you are not in sunlight or running water. You remain in this state for 2 hours until you can become whole again. You simply exist as a Mist, in the darkness of night, until you reform.

**Spider Climb -** You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

**Incurable -** You can no longer be cursed of your vampirism through normal means. Only a wish or divine intervention can do so.

**Blood Sustenance -** You no longer need to eat and drink, but can if you wish, although you will receive no nourishment from it. You must drink the blood of a humanoid at least once every 72 hours to avoid the effects of hunger. You can consume the blood of animals, which will delay the need to consume humanoid blood by 8 hours.

**Perfect Body -** As a Vampire, your body cannot be consumed by detrimental conditions. You no longer age. You are also immune to diseases.

### Weaknesses

**Forbiddance -** You can no longer enter a residence without the permission of the owner of the house. A force prevents you from doing so. Public places however are not forbidden.

**Running Water Vulnerability -** You take 10 acid damage when you end your turn in running water.

**Stake to the heart -** A wooden piercing weapon to the heart while you are incapacitated kills you immediately.

**Sunlight Sensitivity -** You take 10 radiant damage when you start your turn in sunlight (Your vulnerability to radiant damage does not apply to this). While you are in sunlight, you suffer disadvantage to attack rolls and ability checks.

### Actions

**Bite -** *Melee Weapon Attack,* Strength Modifier to hit, reach 5ft., one willing creature or a creature that is grappled by you, incapacitated, or restrained. *Hit: (1d6+STR)* piercing damage, plus 10 necrotic damage. When you deal this damage, you regain hitpoints equal to the necrotic damage taken. You can have a creature bitten by you make a DC 14 Constitution Saving Throw, upon a fail, the creature becomes infected with Vampirism. They have 8 hours to be cured, this can be through any effect which cures a condition. If they do not do so, they become a Vampire Fledgling under your control.

**Entice -** You can cast *Charm Person* once per day. The Save DC is equal to 8 + your proficiency bonus + your charisma bonus.

### Hunger

When you have not consumed the blood of a humanoid for a period of time, you will begin to experience levels of hunger. Similar to levels of exhaustion, levels of hunger cause a vampire to devolve into a feral state. You will receive the First Level after not consuming blood for **72 hours**. Then you will advance a level for every 10 hours afterwards that you do not consume humanoid blood. Drinking humanoid blood resets your level of hunger back to 0.

Consuming **animal blood** will delay the time you need to consume humanoid blood by four hours, but it will not sustain you. You may only delay the need to feed on humanoid blood for up to 24 hours (three animal blood feeds) before the blood stops having effect. Once this happens, you will gain the first level of hunger instantly unless you drink the blood of a humanoid. Drinking animal blood while under the effects of hunger may supress the effects depending on the level of hunger.

**First Level** - You suffer from one point of exhaustion. The scent of blood will also cause you to fall under the effects of a charm, and you must make a DC 13 Wisdom Saving Throw, if you fail, you must use all of your movement to get to the source of the blood. Once you do, you are free to decide what to do, and the effects of the charm will end. You cannot fall under this charm effect again for 10 minutes.

**Second Level** - You suffer from two points of exhaustion. You are now becoming more feral, you must make the charm save on each of your turns. The DC save is now 15. Additionally, when you are charmed and find the source of the blood, you must make another Wisdom Save (DC 12) to resist biting the source. If you succeed on the save, you are free of the initial charm too.

**Third Level -** You suffer from three points of exhaustion. You are now feral, you attack all humanoid creatures near you in an effort to gain blood. Using the bite action on a humanoid will now critical hit, and you will be sated of the hunger. However, you will remain feral for up to 1 hour while under this level.

## Vampire Master

*You have established yourself as the head of a powerful coven, and in doing so, you have become a powerful vampire. You have evolved your Vampirism to its near limits. You have become a feared name in the darkest of places, and your coven fear and respect you.*

### Conditions to evolve

To become a Vampire Master, you must have been a Vampire Adept for at least a year. Additionally, once you have used *Bite* to transform three victims into Vampire Fledglings, you will evolve. It does not matter whether the fledglings survives, as long as you have inflicted the change.

### Character Modifications

**Abilities** - Strength, Dexterity and Constitution become 19 (unless they are already higher)

**Proficiencies -** Dexterity, Strength and Constitution Saving Throws.

**Resistances -** Necrotic, Piercing and Slashing from non-magical means.

**Vulnerabilities -** Radiant

**Senses -** Gain Darkvision up to 80ft

### Features

**Regeneration** - While not in direct sunlight or running water, you can regain 5 hitpoints at the start of its turn if it has at least 1 hit point. If you take any radiant damage or damage from holy water, this feature doesn't function at the start of your next turn.

**Mist -** When you drop to 0 HP, you become a Mist, provided it was not by Radiant damage, you are not in sunlight or running water. You remain in this state for 2 hours until you can become whole again. You simply exist as a Mist, in the darkness of night, until you reform.

**Spider Climb -** You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

**Incurable -** You can no longer be cursed of your vampirism through normal means. Only a wish or divine intervention can do so.

**Blood Sustenance -** You no longer need to eat and drink, but can if you wish, although you will receive no nourishment from it. You must drink the blood of a humanoid at least once every week to avoid the effects of hunger. You can consume the blood of animals, which will delay the need to consume humanoid blood by 24 hours.

**Perfect Body -** As a Vampire, your body cannot be consumed by detrimental conditions. You no longer age. You are also immune to diseases.

### Weaknesses

**Forbiddance -** You can no longer enter a residence without the permission of the owner of the house. A force prevents you from doing so. Public places however are not forbidden.

**Running Water Vulnerability -** You take 20 acid damage when you end your turn in running water.

**Stake to the heart -** A wooden piercing weapon to the heart while you are incapacitated kills you immediately.

**Sunlight Sensitivity -** You take 20 radiant damage when you start your turn in sunlight (Your vulnerability to radiant damage does not apply to this). While you are in sunlight, you suffer disadvantage to attack rolls and ability checks.

### Actions

**Bite -** *Melee Weapon Attack,* Strength Modifier to hit, reach 5ft., one willing creature or a creature that is grappled by you, incapacitated, or restrained. *Hit: (1d10+STR)* piercing damage, plus 15 necrotic damage. When you deal this damage, you regain hitpoints equal to the necrotic damage taken. You can have a creature bitten by you make a DC 16 Constitution Saving Throw, upon a fail, the creature becomes infected with Vampirism. They have 8 hours to be cured, this can be through any effect which cures a condition. If they do not do so, they become a Vampire Fledgling under your control.

**Entice -** You can cast *Charm Person* twice per day. The Save DC is equal to 8 + your proficiency bonus + your charisma bonus.

**Create Thrall** - As an action, you can create a thrall from a corpse of an individual who has been dead no longer than 24 hours. The individual will resurrect (with the stats of a *Greater Zombie*) and will fall completely under your command, and will take their turn in initiative order after you. The thrall will remain alive for 24 hours before falling dead again. Once this happens, the corpse cannot be raised as a thrall again. You can only have one thrall active at a time. You cannot use Create Thrall on the corpse of a vampire.

### Hunger

When you have not consumed the blood of a humanoid for a period of time, you will begin to experience levels of hunger. Similar to levels of exhaustion, levels of hunger cause a vampire to devolve into a feral state. You will receive the First Level after not consuming blood for **a week**. Then you will advance a level for every 10 hours afterwards that you do not consume humanoid blood. Drinking humanoid blood resets your level of hunger back to 0.

Consuming **animal blood** will delay the time you need to consume humanoid blood by four hours, but it will not sustain you. You may only delay the need to feed on humanoid blood for up to 72 hours (three animal blood feeds) before the blood stops having effect. Once this happens, you will gain the first level of hunger instantly unless you drink the blood of a humanoid. Drinking animal blood while under the effects of hunger may supress the effects depending on the level of hunger.

**First Level** - You suffer from one point of exhaustion. The scent of blood will also cause you to fall under the effects of a charm, and you must make a DC 12 Wisdom Saving Throw, if you fail, you must use all of your movement to get to the source of the blood. Once you do, you are free to decide what to do, and the effects of the charm will end. You cannot fall under this charm effect again for 10 minutes.

**Second Level** - You suffer from two points of exhaustion. You are now becoming more feral, you must make the charm save on each of your turns. The DC save is now 14. Additionally, when you are charmed and find the source of the blood, you must make another Wisdom Save (DC 10) to resist biting the source. If you succeed on the save, you are free of the initial charm too.

**Third Level -** You suffer from three points of exhaustion. You are now feral, you attack all humanoid creatures near you in an effort to gain blood. Using the bite action on a humanoid will now critical hit, and you will be sated of the hunger. However, you will remain feral for up to 1 hour while under this level.

## Vampire Ascended

*You have performed the ritual of ascension, reaching the highest level a vampire can reach. You are one of only few in all of Verum's history to reach this stage, and you will go down in legend as one of the most powerful vampires to ever live.*

### Conditions to evolve

To become a Vampire Ascended, you must complete the Ritual of the Ascended.

### Character Modifications

**Abilities** - Strength, Dexterity and Constitution become 20 (unless they are already higher)

**Proficiencies -** All Saving Throws.

**Resistances -** Necrotic, Piercing and Slashing from non-magical means.

**Vulnerabilities -** Radiant

**Senses -** Gain Darkvision up to 80ft

### Features

**Regeneration** - While not in direct sunlight or running water, you can regain 20 hitpoints at the start of its turn if it has at least 1 hit point. If you take any radiant damage or damage from holy water, this feature doesn't function at the start of your next turn.

**Mist -** When you drop to 0 HP, you become a Mist, provided it was not by Radiant damage, you are not in sunlight or running water. You remain in this state for 10 minutes until you can become whole again. You simply exist as a Mist, in the darkness of night, until you reform.

**Spider Climb -** You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

**Incurable -** You can no longer be cursed of your vampirism through normal means. Only a wish or divine intervention can do so.

**Blood Partiality -** Unlike other vampires, you no longer need sustenance at all. Drinking the blood of humanoids is just a habit at this point. You will no longer suffer the effects of hunger. You do not need to eat or drink, but can do so if you wish.

**Perfect Body -** As a Vampire, your body cannot be consumed by detrimental conditions. You no longer age. You are also immune to diseases and resistant to all conditions.

**Rest -** You can gain the effects of a long rest in 4 hours.

### Weaknesses

**Semi-Forbiddance -** As a Master, you revert to a Semi-Forbiddance as you had when you were still a Fledgling. You do not suffer from an inability to enter a residence without an invitation, but you feel extremely uncomfortable doing so.

**Running Water -** Vampire Ascended are no longer vulnerable to running water. The regeneration feature however, does still suffer while you are in running water.

**Stake to the heart -** A wooden piercing weapon to the heart while you are incapacitated kills you immediately.

**Sunlight Discomfort -** The biggest hallmark of a Vampire Ascended is their ability to walk out in the sun freely. You no longer take damage from sunlight, and can remain in sunlight for as long as you choose. However, you do feel discomfort standing in the sun however, and would still prefer to be out of the sun where possible. The regeneration feature however, does still suffer while you are in sunlight.

### Actions

**Bite -** *Melee Weapon Attack,* Strength Modifier to hit, reach 5ft., one willing creature or a creature that is grappled by you, incapacitated, or restrained. *Hit: (1d12+STR+5)* piercing damage, plus 20 necrotic damage. When you deal this damage, you regain hitpoints equal to the necrotic damage taken. You can have a creature bitten by you make a DC 18 Constitution Saving Throw, upon a fail, the creature becomes infected with Vampirism. They have 8 hours to be cured, this can be through any effect which cures a condition. If they do not do so, they become a Vampire Fledgling under your control.

**Entice -** You can cast *Charm Person* three times per day. The Save DC is equal to 8 + your proficiency bonus + your charisma bonus.

**Mist Form -** As a bonus action, you can become mist. While you are mist, you are immune to all damage and effects. But you cannot take action against anything yourself. You gain freedom of movement up to 60ft. Your only action is to dash. You can exit this form as a bonus action. You gain one use of this action per long rest.

**Create Thrall** - As an action, you can create a thrall from a corpse of an individual who has been dead no longer than 24 hours. The individual will resurrect (with the stats of a *Greater Zombie*) and will fall completely under your command, and will take their turn in initiative order after you. The thrall will remain alive for 48 hours before falling dead again. Once this happens, the corpse cannot be raised as a thrall again. You can have two thralls active at a time. You cannot use Create Thrall on the corpse of a vampire.