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Vampires are far from their classic literature counterparts. While it is true that they must avoid the sun, they do not burn up instantly, and they definitely do not sparkle. They can share an appearance with any other race, as they are typically turned from other species (Angels and Demons cannot be turned, and Vampires lose all previous racial benefits when turned). Vampires are often untrusting and kept to themselves, but can be extremely reliable once their trust is gained.

Stat Bonus: Dexterity +2, Strength +2, Constitution -1


Skill Bonus: +2 Acrobatics, Deception, and Perception. -1 Medicine and Animal Handling.


Size: Medium (5'0 ~ 7'0, 99lbs ~ 150lbs)

Weapon Proficiency: Scythe, Dagger

Automatic Languages: Common

Favored Class: Rogue, Warrior, Hunter.

Other Features:

Low-light Vision
You see in dim light within a 60-foot radius as if it were bright light, and darkess in that radius as if it were dim. You cannot discern color in darkess, only shades of gray.


Light Anemia
You suffer temporary -3 Constitution and -3 Strength in natural light from the sun. This can be alleviated with the use of a Vampiric Parasol, but must be held in the off-hand, impairing the use of two-handed weapons.


Wood Anemia
You take maximum damage from wooden weapons and arrows.


Dark Drink
You may drink the blood of recently slain enemies to restore HP. 1d4 of HP restored from Animal blood, 1d6 of HP restored from Creature blood, 1d8 of HP restored from Humanoid blood.


Vampiric Touch
A 3rd level vampire gains this feature. The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.

 

Vampire

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