<!-- Google tag (gtag.js) --> <script async src="https://www.googletagmanager.com/gtag/js?id=G-G26W6267FY"></script> <script> window.dataLayer = window.dataLayer || []; function gtag(){dataLayer.push(arguments);} gtag('js', new Date()); gtag('config', 'G-G26W6267FY'); </script> **[Hub](Hub.md) / [Verum](Verum.md) / [Corvanis](Corvanis.md) / [Races](Corvanian%20Races.md)** # Vampire ### Ability Score Augmentations - Vampire: +2 STR, +2 DEX, +2 CHA - Master Vampire: +4 STR, +4 DEX, +4 CHA - For each Master trait you may add an additional +2 to one of these attributes which stacks. ### Positives - Undead Traits: Immunity to poisoned, poison, stunned, disease, aging, and petrification. Advantage on mental saves. - Darkvision 250ft - Gain Natural [Armor Rating](Armor%20Rating.md) equal to their character level - Gain [Fast Healing](Fast%20Healing.md) equal to their character level - [Spider Climb](Spider%20Climb.md) as a constant effect - [Gaseous Form](Gaseous%20Form.md) at will and can activate this the first time they would be reduces to 0 hit points as a triggered action once per long rest as a triggered action. - A vampire can drain a person's blood as a bite effect and deal 1d10 impale damage and can heal the vampire by an amount equal to their character level. - +25 Base Movement Speed - You may learn to cast Necromancy spells even if your class would normally not allow it. If you do not have the [Spellcasting (C)](Corvanis/Character%20Creation/Races/Roles/Magic/Spellcasting%20(C).md) feature, then you may cast them as spell-like abilities once per long rest and you may know a number of spells up to your charisma modifier. ### Negatives - Vulnerable to spells from divine sources and radiant damage. (Mytherians) - Vulnerable to the strong odor of garlic and gain the [Poisoned (C)](Poisoned%20(C).md) condition even if they are normally immune to it. - Have no reflection and can by hunted by those who know this. - Cannot enter a private home or dwelling unless they are invited in. Special case: Two political entities at war. - A vampire can swim unless it is in running water, in which case they fail every swim check. - If a vampire is in direct sunlight it is staggered in the first round. If they exposed to it in a second consecutive round they are destroyed. [Daylight](Daylight.md) counts as sunlight. - A vampire's fast healing can operate even if it is at 0 hit points or lower. However, if they are dealt [Impale](Impale.md) damage then it is shut off. If they are at 0 hit points when dealt [Impale](Impale.md) damage then they are destroyed. ### Vampire Advancements A vampire can advance their power based on how much blood they have consumed. This is calculated by the CR of that blood, which is calculated into a pool of that blood to represent a vampire's power. As you gain power as a vampire you gain more hunger. You must consume an amount of blood equal to one tenth your total CR as your food source once per day. You can drain a person of some blood and not harm them equal to their CR. Alternatively, you can slay a humanoid and gain double their CR worth as food. If you begin to starve you take one level of exhaustion. If you feed, you reduce it by one level of exhaustion. However, exhaustion has no negative effects until you hit six levels of exhaustion. When you have six levels of exhaustion, you enter a frenzy and are controlled by the GM. - CR 10: it becomes shadowless and casts no shadow. - CR 25: Change Shape (Dire Bat) at will. - CR 35: Change Shape (Dire Wolf) at will. - CR 40: Create Spawn, which are lesser vampires. You can have a number of spawn up to your proficiency modifier. - CR 60: [Dominate Person](Dominate%20Person.md) at will. - CR 70: Children of the Night - Summon 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves (which fight as a pack) at will. However, you can only have one of them active at a time. The swarm arrives in 3 rounds. - CR 80: Energy Drain - Your bite effect drains the life force of the target reducing CR of the target by 1 for each emanation. This this reduces a target to 0 they die. For each level drained the vampire gains one round of haste. This does not have the lethargic effect. - CR 90: Swarm Form - You can become a swarm of bats, centipedes, rats, or spiders. - CR 100: You gain the master vampire title and are granted the Mastermind ability. You can maintain a number of spawn up to 4 x your character level. In addition, you have the ability to use clairaudience, clairvoyance, and telepathy through any of your spawn. In addition you gain access to Master traits ##### Master Traits Every 30 CR beyond 100 you can choose one Master Trait. - Sunlight Resistance - Deathquake - Skeletal Tyranny - Lord's Ascension