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VAMPYRIC CURSE

5TH EDITION SUPPLEMENT


VERSION 1.1

by CHAD SKILES
artwork by LAWRENCE VAN DER MERWE

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Stages of the Curse Vampyric Touch. You gain the ability to cast the
Vampyric Touch spell at level 3 without using a
After a creature fails a saving throw against a spell slot or material components. You may not
vampire’s bite and goes 24 hours without use this ability again until you complete a long
receiving a cure (see Seeking a Cure section on rest.
pg. 4) that creature will gain the features of Stage Vampyric Seduction. You gain training in the
1 Vampyrism. Persuasion skill. Charisma-based rolls made to
In addition to those outlined below, all vampires seduce an intelligent creature are made at
from Stage 1 onward have the following advantage.
conditions.
Vampyric Resilience. Upon reaching this stage,
Traces of Undeath. You only regain half of the your Constitution score increases by 1.
hit points received through magical Next Stage. You advance to the next stage after
healing/potions. Additionally, you only need to
10 days. The effects occur after a long rest.
consume half of the amount of food and water as
a normal humanoid does per day. This effect alignment changes
changes at Stage 5. As a character advances through the stages of vampyrism, the
Sunlight Sensitivity. You are vulnerable to transformation they undergo is not solely physical. Their thirst for
radiant damage. Attack rolls made by you in blood will often give way to savage rage. Due to this, their
alignment might shift toward chaotic tendencies. Upon reaching
direct sunlight suffer disadvantage,
full power, many Vampire Lords are driven to madness and evil in
Silver Weakness. You are vulnerable to all their immortality. As the characters advance, encourage them to
damage caused by silvered weapons. adopt new traits, ideals, bonds, and flaws to convey this.

Stage 1 - accursed Stage 3 - vampire spawn


Bloodlust. You hunger for blood. For every 24 Bloodlust. For every 24 hours you go without
hours you go without consuming 1 pint of fresh consuming 1 pint of fresh blood or damaging a
blood, you suffer three levels of exhaustion. Only creature with your Bite, you suffer three levels of
blood consumption can reduce these levels. You exhaustion and are afflicted with one short-term
cannot reach the sixth level of exhaustion from this madness effect. You can detect and track the
feature—at this stage or any subsequent stage. scent of fresh blood within 60 feet of you.
Nocturnal Sight. You gain darkvision up to 15 Nocturnal Sight. Your darkvision increases to
feet. 60 feet.
Claws. Your unarmed attacks deal 1d4 piercing Claws. Your claws’ additional necrotic damage
damage, plus 1d4 necrotic damage. You are remains 1d6.
proficient with these claws; they have both the Vampyric Touch. You have the ability to cast the
versatile and finesse properties.
Vampyric Touch spell at level 3 without using a
Vampyric Strength. Upon reaching this stage, spell slot or material components. You may not
your Strength score increases by 1. use this ability again until you complete a short
Vampyric Agility. Upon reaching this stage, or long rest.
your base walking speed increases by 5 ft. Vampyric Seduction. You are trained in the
Next Stage. You advance to the next stage after Persuasion skill. Additionally, Charisma-based
7 days. The effects occur after a long rest. rolls made to seduce an intelligent creature are
Stage 2 - blood thrall made at advantage. You gain advantage on saving
throws to be charmed,
Bloodlust. For every 24 hours you go without
Vampyric Reflexes. While you are wearing no
consuming 1 pint of fresh blood, you suffer three
armor or shield, your AC equal 12 + your
levels of exhaustion. You can detect and track the
Dexterity modifier. You also gain training in the
scent of fresh blood within 30 feet of you.
Acrobatics skill and may crawl at your full speed.
Nocturnal Sight. Your darkvision increases to
Next Stage. You advance to the next stage after
30 feet.
15 days. The effects occur after a long rest.
Claws. Your claws’ additional necrotic damage is
now 1d6.

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Stage 4 - vampire adept
Bloodlust. For every 24 hours you go without Claws. Your claws’ additional necrotic damage is
consuming 1 pint of fresh blood or damaging a now 1d8. If you make this attack with both hands
creature with your Bite, you suffer four levels of and hit the target, it is also grappled (if it
exhaustion are afflicted with one long-term Medium-sized or smaller).
madness effect. You can detect and track the Bite. You gain the ability to make a Bite attack
scent of fresh blood within 90 feet of you. using either Strength or Dexterity. The attack
Nocturnal Sight. You have darkvision up to 60 does 1d6 piercing damage plus 2d6 necrotic
feet. damage. The target’s hit point maximum is
Claws. Your claws’ additional necrotic damage reduced by an amount equal to the necrotic
damage taken. Targets affected by this by become
remains 1d6. If you make this attack with both
afflicted with Vampyrism and will develop Stage 1
hands and hit the target, it is also grappled (if it
within 24 hours if they do not receive treatment.
Medium-sized or smaller).
Vampyric Touch. You gain the ability to cast the
Bite. You gain the ability to make a Bite attack
Vampyric Touch spell at level 4 without using a
using either Strength or Dexterity. The attack
spell slot or material components. This ability is
does 1d6 piercing damage plus 1d6 necrotic
now Recharge 5-6.
damage. The target’s hit point maximum is
reduced by an amount equal to the necrotic Vampyric Seduction. You gain expertise in the
damage taken. The reduction lasts until the Persuasion skill (add double your proficiency
target completes a long rest. bonus). Charisma-based rolls made to seduce an
Vampyric Touch. You have the ability to cast the intelligent creature are made at advantage. You
have advantage on saving throws to be charmed,
Vampyric Touch spell at level 3 without using a
spell slot or material components. This ability is Masterful Vampyric Reflexes. While you are
now Recharge 6. wearing no armor or shield, your AC equal 16 +
Vampyric Seduction. You are trained in the your Dexterity modifier. You gain expertise in the
Acrobatics skill (double your proficiency bonus),
Persuasion skill. Charisma-based rolls made to
can crawl at your full speed, and also gain the
seduce an intelligent creature are made at
ability to Spider Climb at your full speed.
advantage. You have advantage on saving throws
to be charmed, Masterful Vampyric Agility. Upon reaching this
Improved Vampyric Reflexes. While you are stage, your base walking speed increases by 5 ft.
wearing no armor or shield, your AC equal 14 + Vampyric Resistance. You gain resistance to
your Dexterity modifier. You are trained the necrotic and poison damage/poisoned condition.
Acrobatics skill, can crawl at your full speed, and Elder Vampire. You have reached the final stage
also gain the ability to Spider Climb up to half of of vampyrism. You are a fully undead creature for
your speed. the purposes of healing, spells, and other effects.
Next Stage. You advance to the next stage after You no longer need to consume food or water and
30 days. The effects occur after a long rest. you age only one year for every decade that you
are alive.
Stage 5 - vampire lord
Bloodlust. For every 24 hours you go without optional vampyric powers
These abilities can replace (or add to) features from Stages 3-5.
consuming 1 pint of fresh blood or damaging a
Regeneration. At the start of each turn, you regenerate HP equal
creature with your Bite, you suffer four levels of to your proficiency bonus. If you are in direct sunlight, or have
exhaustion and are afflicted with an indefinite taken radiant or silvered-weapon damage in the previous round,
madness effect. You can detect and track the you do not regenerate.
scent of fresh blood within 120 feet of you. Misty Escape. You can cast the Misty Step spell without any spell
slots or material components as a bonus action, or as a reaction
Nocturnal Sight. Your darkvision increases to after you take damage from a creature within 5 ft. of you. You may
75 feet. not use this ability again until you complete a short or long rest.

Day Tracker
Stage 1 °°°°°°° Stage 3 ° ° ° ° ° ° ° ° ° ° ° ° ° ° °
Stage 2 ° ° ° ° ° ° ° ° ° ° Stage 4 ° ° ° ° ° ° ° ° ° ° ° ° ° ° ° ° ° ° ° ° ° ° ° ° ° ° ° ° ° °

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Campaign Implementation their current characters, remember that this is
intended to be a player option. If a player
Vampires and their role in the world can vary becomes affected with vampyrism and wishes to
heavily depending on what sort of campaign you cure themselves rather than advance through its
are running. If you are playing or DMing stages, be sure to provide opportunities for
adventures set in the Curse of Strahd series, then receiving a cure so that they are not irreversibly
vampyric creatures and curses can play a strong tied to mechanics and features that they may not
role in the events of the campaign. However, enjoy playing. This may mean seeking out a
vampires might play an entirely different role in a powerful NPC who owes the players a favor,
Sci/Fi hybrid such as Eberron or a through conducting an elaborate ritual, or even
modern/futuristic setting. going on a new quest for a special cure—as
outlined below.

Seeking a Cure
When a cursed player seeks a cure for
vampyrism, it provides a character-focused quest
hook for the campaign. Imagine a cursed holy
paladin or cleric fighting against their own
bloodlust as they seek out a way to expunge it.
How might this affect the worship of their gods?
Or how will their party feel about seeking a cure?
It makes the role of the curse far more interesting
if it incorporates moral dilemmas such as these,
rather than just unflavored mechanics.
After a target has been affected, for the next
24 hours they can remove the curse entirely by
Whatever the case may be, these are not having a remove curse spell cast on them. It must
features intended to be added with 1st-level be cast a level equal to ½ the CR of the creature
character creation. It works much stronger as a that inflicted the curse (rounded down).
player option that arises out a progression within For example, if a Vampire Spawn, CR 5 (MM,
your campaign’s narrative. pg. 298) inflicted the curse, the remove curse spell
When introducing the concept of the vampyric could be cast using a 3rd level slot, its lowest
curse to your game, provide some foreshadowing. possible casting level. However, a Vampire Lord’s
If the players are on their way to confront a curse would need to be cast at 6th level of higher
vampire (who is powerful enough to impart the to prevent the advancement to Stage 1.
curse on to others), consider including a random Once the curse has reached Stage 1, the curse
encounter with recently-turned vampyric has reached full strength. A remove curse must
villagers, hunters, or even animals. With some be cast at a level equal to the CR of the creature
investigation, players may be clued into the that caused it + the cursed target’s current stage.
possibility that they, too, risk falling victim to the For example, a target cursed from a Vampire
curse. Spawn who has progressed to Stage 2 would need
Once a player is afflicted and is enduring the a remove curse spell cast at level 7 to remove the
24-hour period before the curse advances, vampyrism. Curses inflicted by stronger vampires
describe to them the strange feeling their are beyond cure with the use of spells even when
character is undergoing. You might say after their cast at the highest-possible level (with the
next encounter, “As the last enemy falls, you’re exception of a wish spell). Players wishing to rid
frozen—your eyes affixed to the freshly-spilled themselves of the curse must instead conduct an
blood of the battlefield. You feel inexplicably elaborate ritual.
mesmerized for a moment before snapping back to Every ritual might be different, depending on
reality.” the role of vampyrism in your campaign.
While this supplement provides an option for However, here is an example ritual.
players who wish to incorporate vampyrism into

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Purify Blood improvements, etc.) are removed.
4rd level divination (ritual) The only vestige they bear of their curse is the
Casting Time: 30 minutes scar over their heart, a cruel reminder of what
Range: One creature affected with vampyrism they once were.
Components: V, S, M (a divine artifact to be used At Higher Levels: When you perform this ritual
as a focus, a vial of the target creature’s blood, a using a spell slot of 5th level or higher, you lower
silvered dagger, and 250 gp worth of sanctified the DC required for the target’s Constitution
incense and chalk, which is expended during the saving throws by 1 for each level above 5th.
ritual)
Duration: Concentration, up to 30 minutes
This ritual requires careful timing. It must be
conducted half an hour before sunrise, so that
the sun emerges just as the ritual ends.
For preparation, you inscribe holy glyphs into
the ground using the chalk, encircling the target
creature, then burn the incense.
You hold the silvered dagger in one hand and
the vial of blood in another. Using holy
utterances and incantations, you proceed to
remove the curse. As you do so, the process is
grueling for the target.
Every 10 minutes the ritual persists, the
target must succeed on a DC Constitution saving
throw equal to 10 + the stage of the curse. On a
failed save, the target takes 3d10 internal
hemorrhaging damage; this damage cannot be
resisted in any way. The target takes half of this
damage on a successful save.
The target will make a total of three of these
checks. If at any time during the ritual, the target
falls unconscious from the damage taken, or fails
two or more of the three checks, the ritual ends
without curing the curse. All of the material
components are still consumed.
If the caster loses concentration at any points
during the ritual, or the timing is significantly
upset, the ritual also fails.
On a success, the vial of blood sears with
radiant light, purified. The caster will cover the
Preserving Blood
Dusk lotus is a rare plant with dark purple petals
silvered blade in the purified blood and, just as
and a ruby-red center. It tends to grow in moist
the sun emerges, plunge it into the target’s heart.
environments and is incredibly durable upon
After letting it burn for a moment, the caster then
maturing. They are said to curiously reach bloom
removes the dagger as the wound instantly heals
at dusk. Bards and storytellers say that in an
itself, closing up with a scar.
ancient war, demons’ blood spilled upon the
The target will pass out for one minute.
earth infected the soil and stained these flowers
During this time, the features of vampyrism will
with their taint. For this reason, some consider
slowly fade away from them the target. When they
the presence of dusk lotus to signify bad luck.
awaken, they will have permanently lost one hit
Unknown to most others, cursed vampires
die, as well as that hit die’s average value from
have discovered that the extract from this plant
their maximum hit points. Other than that, all
can be ground into an alchemical preservative for
effects of vampyrism (including all abilities, stat
blood. A DC 25 Intelligence (Nature) check reveals

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this, but this knowledge is more likely to be their blood. This is a shorthand way to simulate
passed down from another vampire, or through a their need to feed without designing entire
withered journal or tome chronicling one’s encounters devoted to that purpose.
advancement through the curse. Alternatively, you may simply adjust the
Consider placing the presence of dusk lotus in Bloodlust penalty to occur every 7-days rather
a forested area within your campaign for players than every 24-hours. Obviously, this will
to encounter while exploring, or perhaps even minimize the drawback of advancing through the
hunt down as a side quest. Stages, so consider also adjusting some of the
A player can attempt to harvest the extract benefits from each stage to be less powerful if you
with a DC 13 Intelligence (Nature) or DC 13 go for this approach.
Wisdom (Survival) check. With the proper Bloodlust Quelled. If you feel that the
knowledge and equipment (such as vials, generic drawbacks from bloodlust are too challenging for
alchemical reagents, etc.) the player can spend players to overcome or are interfering with the
ten minutes creating a preservative formula. players’ ability to skip time for narrative purposes
While the formula itself does not spoil, fresh and/or travelling, then you may want to change
blood mixed with this formula will stay fresh for their durations needed for blood consumption as
up to three days (or a week, if that suits your follows.
campaign’s pacing better). After three days, the • Bloodlust Stages 1-5. For every 24 hours
blood is spoiled for purposes of satisfying you go without consuming 1 pint of fresh
Bloodlust, and it cannot be preserved again after blood, you suffer one level of exhaustion.
spoiling, nor can multiple preservatives be used If you reach the third level of exhaustion
to extend the lifespan of one blood sample for due to this feature, you also suffer a
longer than a three-day period. short-term madness effect. If you reach

Variant Rules the fourth level of exhaustion due to this


feature, you also suffer a long-term
Stage Advancement. You may find that madness effect. If you reach the fifth level
progressing through the stages via passage of of exhaustion due to this feature, you also
time feels tedious to manage, or perhaps just out suffer an indefinite madness effect.
of place in your campaign. Alternatively, a player Only blood consumption can reduce these
can reach a new curse stage each time they also levels. You cannot reach the sixth level of
reach a new level and/or milestone. exhaustion from this feature.
Unknown Fate. You may also wish to reveal
limited information about the stages to the
cursed player. Instead of handing them this
supplement to plan around, reveal each stage
only as they advance to it. This will maintain an
element of surprise and reduce min/maxing.
Bloodlust Frenzied. If you are using the gritty
realism variant (as outlined in the Dungeon
Master’s Guide), you may want to heighten the
drawback of the Bloodlust feature. Instead of
having three levels of exhaustion set in
immediately after failing to consume a pint of
blood, you may want to space it out gradually; a
cursed player might suffer one level of exhaustion
for every one or two hours they go without
consuming a small vial’s worth of blood.
If being used with a 7-day long rest, for each
day of the rest, players can make either a DC 15
Intelligence (Nature) check in order to hunt an
easy prey for blood or DC 15 Charisma
(Persuasion) check to seduce a target and extract

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