You are on page 1of 3

Childs of Darkness

Lunitar Supplement

Player Characters as Vampires


At a playable level, players can only be turned into Ekons, as Mutna are too powerful and would not make sense lore wise for them to
be a Mutna.

When a PC is infected with vampirism.

Level 1: Spawn
Traits

 The vampire’s Strength, Dexterity and Constitution scores become 16 if they aren’t higher.
 The vampire gains resistance to necrotic, bludgeoning, piercing and slashing from nonmagical weapons.
 The vampire gains Darkvision up to a range of 60ft.
 Regeneration: The vampire regains hit points equal to its constitution modifier at the start of its turn if it has at least 1 hit
point and isn’t in sunlight or near Dalvenite. If the vampire takes radiant damage or damage from holy water, this trait
doesn’t function at the start of the vampire’s turn.
 Spider Climb: The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an
ability check.
 Feed: The vampire has to feed on a living humanoid once 24 hours or suffer 1 point of exhaustion for every 24 hours you go
without feeding.

Weaknesses

 Absent Reflection: The vampire does not appear in mirrors or reflective surfaces.
 Dalvenite: The vampire is allergic to Dalvenite, a very expensive alloy composed of meteorite steel and silver. If the vampire
starts its turn within 5ft of delvenite it cannot use its Shapechanger or Regeneration abilities until the end of its turn. The
vampire automatically fails Strength ability checks to break Dalvenite.
 Sunlight Hypersensitivity: The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has
disadvantage on attack rolls and ability checks.
 Hallowed Ground: The vampire cannot step into a temple or place of worship to good aligned deities. Such places are
considered under the influence of a Hallow spell for the vampire.
 Forbiddance: The vampire can’t enter a residence without an invitation from one of its occupants.

Abilities/Actions

 Claws: Deal 2d4+Str/Dex Slashing damage.


 Bite: When grappling a large or smaller creature you can attempt to feed. Roll an attack with advantage, if it hits you deal
1d6+Dex piercing damage plus 2d6 necrotic damage. The target’s maximum hit points are reduced by an amount equal to the
necrotic damage taken, and the vampire regains hit points equal to half that amount.

Level 2: vampire
Traits

 The vampire’s Strength, Dexterity and Constitution scores become 18 if they aren’t higher.
 Shapechanger: If the vampire isn't in sun light or running water, it can use its action to polymorph into a Tiny bat or a
Medium cloud of mist, or back into its true form.
While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other
than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to
its true form if it dies.
While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has 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 it is immune to all nonmagical damage, except the damage it takes from sunlight.
 Misty Escape: When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the
Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is
destroyed.
While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or
be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point.
After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.

Weaknesses

 Stake to the Heart: If a piercing weapon made of wood 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.

Abilities/Actions

 Charm: The vampire targets one humanoid it can see within 30ft of it. If the target can see the vampire, the target must
succeed on a DC (8+Prof+Cha) Wisdom saving throw against this magic or be charmed by the vampire. The charmed target
regards the vampire as a trusted friend to be heeded and protected. Although the target isn’t under the vampire’s control, it
takes the vampire’s requests or actions in the most favorable way it can, and it is a willing target for the vampire’s bit attack.
Each time the vampire or the vampire’s companions o anything harmful to the target, it can repeat the saving throw, ending
the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane
of existence than the target, or takes a bonus action to end the effect.

Level 3: Titled
Once a vampire becomes titled, they choose to specialize in a particular art of darkness. Choose one between Art of Blood, Death,
Darkness or Beast.

Art of Blood

 Blood Sense: The vampire can sense living creatures that have blood or similar vital fluids in a radius of 240ft.
 Blood Siphon: As an action, the vampire targets a living creature that has blood or similar vital fluids that it can see within
30ft of it. The target must succeed on a DC (8+Prof+Cha) Constitution saving throw or take 4d8 necrotic damage. The targets
maximum hit points is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to
the total damage dealt to the target. The reduction lasts until the target finishes a long rest. A target dies if this effect reduces
its hit point maximum to 0. Once the vampire uses this feature, it must complete a long rest to use it again.

Art of Death

 Weaver of Undeath: The vampire can cast raise dead and create undead at will, requiring no components. Its spellcasting
ability for it is Charisma.
 Chill of Death: The vampire summons a gust of cold wind in a 90-ft line that is 10ft wide. Each creature in the line must
make a DC (8+Prof+Cha) Constitution saving throw, taking 7d8 necrotic damage on a failed save, or half as much damage on
a successful one. A creature dies if the wind reduces it to 0 hit points. A humanoid slain by the wind rises 1 minute later as a
zombie under the vampire’s control, unless the humanoid is restored to life or its body is destroyed.
Art of Beasts

Level 4: Elder

ALL Traits Wanted


 Blood Addiction
 Sunlight Sensitivity
 Fog of Ages
 Shapechanger mist form
 Monstrous form
 Regeneration
 Rejuvenation
 Dalvenite Allergy

You might also like