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Vampiro puro-sangue

Pure Vampire Traits


Abilities. Your Charisma score increases by +2 by default, but your supernatural origin, inhuman
body, and exceptionally long lifespan allows you to increase two other ability scores by +1, you are
unable to surpass a score of 20 in this manner.

Age. Vampires age at a rate compared to humans at 100 years to 1, ceasing all signs of aging at
middle age of about 5000, unable to die of old age given their twisted immortality.

Alignment. Given their nature, it is quite difficult to be any sort of good, being easiest to embrace their
evil hearts. The ones that live longer tend not to be chaotic, but rather neutral, or even lawful to the
point of following personal guidelines or codes of honor or restraint to better control their naturally
chaotic evil urges.

Size. "Vampires vary widely in height and build, from barely 4 feet to well over 7 feet tall, but still
Medium in size."

Speed A Vampire's base walking speed is 30 feet

Pure Vampire Strengths


superior Darkvision" Vampires can see in dim light within 60 feet of you as if it were bright light,

Bite. All vampires have sharpened teeth capable of tearing flesh from bone and draining blood from
the body. If a willing, paralyzed, charmed, incapacitated, restrained, or grappled, creature within 5 feet
of you has blood, you may use your bonus action to Bite them dealing 1d6 piercing damage and
draining their blood dealing additional necrotic damage equal to your Constitution modifier. Drinking
blood this way is equal to consuming a ration as per your Blood Drinker trait. When you use your Bite,
you can choose to not deal damage.
Claws. As a vampire you have a set of claws, your claws are natural weapons, which you can use to
make unarmed strikes. You may use your Strength or Dexterity modifier for your attack and damage
rolls with your claws. If you hit with them, you deal 1d4 slashing damage instead of the bludgeoning
damage normal for an unarmed strike.

Vampire Fangs & Talons. Your teeth might as well have been that of a child's before. The damage
for your Bite increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
In addition, your claws lengthen and the damage for your Claws trait increases to 1d6.

Superior Darkvision. Your darkvision increases to 120 feet.

Undead Vampires are undead. They do not need sleep, air, or food, and the only drink that sustains
them is humanoid blood, at least 16 ounces a day or else they will gain a level of exhaustion. They are
affected as such by spells, items and abilities that function differently when used on the undead.
For example, Cure Wounds has no effect on them, and they're subject to the secondary effect of
Chill Touch. Vampires gain resistance to Necrotic damage from any source, as well as to Bludgeoning,
Piercing and Slashing damage dealt by non-magical weapons. However, they are vulnerable to
Radiant damage from any source, such as holy water, as well as to Bludgeoning, Piercing and
Slashing damage dealt by silver weapons.

Blood is Life If a Vampire can get a hold of a willing, paralyzed, charmed, incapacitated, restrained, or
grappled living, organic humanoid target and use their Bite attack to drink their blood, the damage is
treated as necrotic and they restore the equivalent amount of HP (Up to Maximum HP) as damage
dealt (not including added Strength or Dexterity damage) and restores 1 level of exhaustion. Each
point, (not including ability modifiers), is equivalent to 4 ounces of blood! Blood cannot be drunken
from a dead target or else the Vampire will gain one level of exhaustion. Regular health potions are
ineffective to Vampires, but blood taken from living donors may be stored instead, but must be
preserved by magic or refrigeration to last longer than 10 minutes.

Blood Rush When you drain blood with your Blood is Life ability, you may instead take the HP
gained as Temp HP experience a surge of vitality. Your speed increases by 10 feet, and you gain
advantage on Strength and Dexterity checks and saving throws as well as temporarily gain +1 to your
Strength and Dexterity modifiers for 1 minute where the the Temp HP then is removed and equally
taken as damage. This ability may only be used once per short rest, or twice per long rest.

Vampire Spawner At 9th level, you may turn a living, organic humanoid creature into a subservient
{5E|Vampire Spawn}} by drinking it's blood to 0HP! The creature will return in unlife as a Vampire
Spawn in 1d10 minutes. This ability may be used once per day. A total amount of vampire spawn
equal to your cha modifier may be controlled at a time. These spawn gain free will if their master dies,
or by drinking their master's blood.

Vampire Lord At 11th level, the vampire awakes to a fully grown pair of bat like wings as well as
larger fangs and claws after their first long rest! these fangs and claws now naturally do 1d8 damage
These wings grant a flight speed of 50 feet. These wings can be compacted and hidden underneath a
cape or cloak, and if revealed to other creatures within 10 feet of you that can see you unaware of
their existence prior must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus +
your Charisma modifier) or become frightened of you until the end of your next turn.

Vampire Powers Vampires naturally gain spell like abilities over time from their supernatural nature.
Charisma is the Spellcasting Ability for a Vampire's spells. Spells gained, and when, are listed on the
following table:
Blood Connoisseur. As per your Blood Drinker trait, if you reach six levels of exhaustion due to this trait, instead of
suffering death, no longer gain any more levels of exhaustion and become indefinitely paralyzed. The only way to remove
this paralyze is to be exposed to a rations worth of blood. Blood Drinker. Even though you are undead, you still require
sustenance in the form of blood to sustain your unholy existence. You are immune to diseases. You do not need to eat or
breathe, but you can ingest food and drink if you wish, though this food is always bland and stale to you. If you go for
longer then seven days without drinking at least one ration of blood, at the midnight of the seventh day and every midnight
on days thereafter, you suffer one level of exhaustion, which can only be removed by drinking a ration of blood. After
consuming one ration of blood, you recover all levels of exhaustion caused by this trait.

Feat: Superior Body


You can use your vampiric reflexes to dodge attacks and move with an unearthly grace and ease, gaining the following
benefits:

 You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability
check.

 While you are wearing no armor, your Armor Class equals 12 + your Dexterity modifier.
 Misty Escape. When you drop to 0 hit points outside of your coffinlike structure, you transform into a cloud
of mist instead of falling unconscious, provided you are not in an area of sunlight or running
water. If you can't transform, you are destroyed.

 Shapechanger
Vampires are known for their ability to shift from form to form. You gain the shapechanger tag and if you are not in sunlight
or running water, you can use your action to polymorph into a Tiny bat[4] or a Medium cloud of mist for 1 minute, or back
into your true form.

 Bat Form: While in bat form you can't speak, your walking speed is 5 feet, and you have a flying speed of 30
feet. Your statistics, other than your size and speed, are unchanged. Anything you are wearing transforms
with you, but nothing you are carrying does. You revert to your true form if you die.

Mist Form: While in mist form, you can't take any actions, speak, or manipulate objects. You are weightless
and 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. You have advantage on Strength, Dexterity, and Constitution saving throws, gain a number of
temporary hit
Misty Escape. When you drop to 0 hit points outside of your coffinlike structure, you transform into a cloud of mist instead of
falling unconscious, provided you are not in an area of sunlight or running water. If you can't transform, you are destroyed.

While in mist form, you can't 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 throws,
and is immune to all nonmagical damage, except the damage it takes from sunlight.

While you have 0 hit points in mist form, you can't revert to your vampire form. If you do not reach your coffinlike structure within
2 hours, you are destroyed. Once in you coffinlike structure, you revert to your vampire form. You are then paralyzed until you
regain at least 1 hit point. After spending 1 hour in your coffinlike structure with 0 hit points, you regain 1 hit point.
Unholy Body. Dark magic sustains you, making you resistant to necrotic damage. Healing potions do not have a healing effect
on you. Instead, they deal poison damage equal to the amount that was meant to heal. To heal you must either drink blood,
spend hit dice, or finish a long rest.

Pure Vampire Weaknesses[edit]


Forbiddance Vampires can't enter a residence without an invitation from one of the occupants.

Running Water A Vampires flesh is torn apart in the presence of water, they take 2d10 acid damage when they end your turn in
running water.

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.

Sunlight Hypersensitivity Vampires sear and burn in the light of the sun, their flesh immolating. If they end their turn in direct
sunlight, they take 2d10 radiant damage, and they have disadvantage on any attack rolls and ability checks when in direct
sunlight.

Man in the Mirror Vampires cast no reflection in surfaces coated or lined with silver, such as old mirrors that were lined with
silver behind the glass.

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