As a Vampire you will not age naturally and can no longer die of old age, you do not need to eat or drink or even breathe to continue living. You are also immune to disease (including lycanthropy, the Path of the Werewolf is locked to you) but must feed on the blood of sentient living beings to survive. You must continue to feed on humanoids blood every three days or else slowly succumb to feral vampirism, animal blood will suffice but nowhere near as effectively (1 day). As a vampire also gain the following features:
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Partial Undeath. For the purposes of spells and other effects that do not work on undead, such as most of the healing spells of the restoration school, you will not be able to be affected by them. Spells that can or only target undead will also work on you, such as the
Necromantic Healing spell. You are still alive in a sense though, spells such as
Revivify will work when cast on you, though only a
True Resurrection spell can cure your vampirism.
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Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You cannot discern colour in darkness, only shades of gray. (120 feet if belonging to a race with Darkvision already).
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Sunlight Sensitivity. In direct sunlight, your Vampire blood boils. Causing a discomfort that exposes your vampric nature to all observers. This effect can be negated using a disguise kit or the
Disguise Self spell if you know it. While in direct sunlight, you also have disadvantage on attack rolls and ability checks. As a vampire, you also suffer Vulnerability to Radiance damage.
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Vampires Bite. As a bonus action, any living creature within 5 feet that is grappled by you, incapacitated, or restrained, takes (1d4) piercing damage plus (1d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Hits with this attack count as feeding and have a chance to cause sanguinare vampiris.
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Vampires Claws. Your unarmed strikes now deal (1d4) slashing damage and count as having light and finesse properties.
Variant Feature: Cursed Undead
You do not need to feed on living beings, otherwise eat, drink, sleep or even breathe to survive. You lose the Vampires Claws and Vampires Bite features but keep the other features, including immunity to disease. Additionally gain resistance to necrotic damage and poison damage.