Vampire
A twisted figure lurks in the shadows of a castle wall as the roaring infantry charges through a breach. In a flash of black mist, the figure appears in front of the soldiers, one by one, striking them down with inhuman speed. Candlelight flickers as a hooded advisor leans over an ornate throne, whispering machinations into her lord’s ensnarled mind. The chamber erupts into commotion as the lord announces further powers be granted to the resident merchants’ guild.
A terrified villager runs through the forest, hoping to outrun his pursuer. His eyes burn with tears, sweat, and blood. He stops, listening for the sounds of footsteps behind. His sigh of relief is stopped before it escapes this throat, as fangs sink deep into this neck.
Vampires are creatures of accursed blood and tragic existence. Exquisite food, a warm summer breeze, and growing old surrounded by loved ones: these are luxuries a vampire will never experience. Unable to enjoy many of life’s pleasures as they once knew them, vampire often become bitter creatures, filled with hate for everything they once loved.
Becoming a Vampire
Vampires are spawned into the world when a mortal contracts the Sanguine Curse, dies, and is reborn undead. There are a variety of ways to contract the curse. A vampire may have offered their blood to a loyal servant, powerful ally, or loved one they wished to elevate. More commonly, a vampire may Bite a victim, who survives the attack long enough to contract the Sanguine Curse before perishing and being reborn.
Other methods of becoming a vampire include ancient and dark magic, as well as powerful but cursed magical artifacts. Vampirism may be passed along when an ancient vampire allows a beloved plaything to drink blood from the undead creature’s cursed veins. Regardless of how you have become a vampire, you should discuss with your GM what type of vampire you might become and how it can be implemented in the campaign
Vampire Stages
At each stage of this Transformation, follow the instructions provided for that stage.
Achieving a New Stage
To move from one stage to the next higher one in this Transformation, an event or some other notable occurrence tied to the story of the character should take place. The following events are suggestions for ones that might trigger a move to the next stage of the Transformation:
Severing a tie to your mortal life, such as discarding a sentimental trinket or abandoning a loved one.
Making a further bargain with the vampire who gifted you with the Sanguine Curse.
Drinking the blood of another vampire more ancient than you.
Being reduced to 0 hit points and failing two Death Saves.
Vampire Stage 1

When you initially contract vampirism, you select the Sanguine Curse Boon, Fanged Bite Boon, and one other Stage 1 Boon, and also gain the Stage 1 Flaw.
Stage 1 Boon: Sanguine Curse
As a vampire you gain the following benefits:
You don't need to eat, drink, or breathe.
You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.
Stage 1 Boon: Fanged Bite
You can make a Bite attack once as part of the attack action as an Unarmed Strike. You are considered proficient with this attack, and you can use Strength or Dexterity as the ability. This attack deals piercing damage equal to 1d6 + your Strength or Dexterity modifier.
If the attack hits a creature that has blood, the target must succeed on a Constitution saving throw or take an additional 1d6 Necrotic damage. You regain hit point equal to the Necrotic damage dealt this way. The DC is 8 + your Constitution modifier + your Proficiency Bonus.
Stage 1 Boon: Soman Bloodline
Your vampirism follows the Soman bloodline, the most prevalent in Etharis. You gain the following features:
Your Strength and Dexterity scores increase by 1. Neither score can exceed 19 with this feature.
You gain advantage on your Bite attacks made with Fanged Bite. The Necrotic damage done with Fanged Bite increases to 1d8.
You gain a Climb Speed equal to your Speed.
Stage 1 Boon: Fzeg Bloodline
Your vampirism follows the Fzeg bloodline, a line of vampires that combines the affliction with lycanthropy.
You gain the following features:
Your Strength score increases by 2. Your Strength score cannot exceed 20 with this feature.
You gain a Claw attack. This attack deals 1d8 + Strength modifier Slashing damage, using your Strength modifier and Proficiency Bonus on attack rolls.
When you take the Attack action to make the Claw attack, you may use a Bonus Action to make a Bite attack from Fanged Bite.
Your Speed increases by 10 feet.
Stage 1 Boon: Strigoi Bloodline
Your vampirism follows the Strigoi bloodline. Your connection to the dark and shadows feeds your form almost as much as blood. You gain the following features:
Your Dexterity score increases by 2. Your Dexterity score cannot exceed 20 with this feature.
If you make your Bite attack with Advantage, your base Piercing damage from that attack increases to 2d4 + your Strength or Dexterity modifier.
You can take the Hide action as a Bonus Action, and you can use the Hide action anywhere that is not in sunlight.
You have proficiency with the Stealth skill. If you have proficiency with Stealth in your normal form, you can add your Proficiency Bonus to your Stealth checks twice.
Stage 1 Flaw: The Sanguine Curse
The Sanguine Curse has taken hold of you. As a result, you gain the following features:
You cannot enter a private residence that you do not own without one of the occupants inviting you. Once invited, you can enter without penalty as long as the inviter resides there. If you do enter uninvited, you suffer Disadvantage on all d20 Tests while in the residence. Additionally, you take 1d4 Psychic damage at the start of each of your turns. You cannot be Resistant or Immune to Psychic damage while inside such a residence uninvited.
You must feed at least once within seven days of your last feeding. See the Feeding sidebar for further information.
Feeding
As a vampire transforms further and further from its mortal form, its metabolic requirements change. The first such change is a need for blood of a mortal creature. This need is approximately 1 pint of blood from a Humanoid, Beast, or other creature with mortal blood.
On your turn, as an action, you can make a Bite attack against an Unconscious, Restrained, Incapacitated, Paralyzed, or Charmed creature with blood. If you do so, the target is drained for 1 pint of blood and bears a Bite mark on the location you bit them. A creature bitten this way gains 2 Exhaustion levels.
A vampire that does not feed within the required time enters a rabid feeding frenzy under the GM’s control. They attack the nearest creature they could feed from. A vampire remains in this state until they have drained a creature completely (killing them), at which point the vampire falls unconscious for 4 hours
Vampire Stage 2
When you reach Stage 2 of vampirism, you select two Stage 2 Boons, and also gain the Stage 2 Flaw.
Stage 2 Boon: Eyes of the Night
You gain Darkvision to 60 feet. If you already have Darkvision, the range increases by 60 feet.
Stage 2 Boon: Grave-Touched Soul
You gain Resistance to Necrotic damage. If you already have Resistance to Necrotic damage, you gain Immunity instead.
Stage 2 Boon: Inhuman Reflexes
You have advantage on Dexterity saving throws.
Stage 2 Boon: Undead Resilience
You become supernaturally tough to kill. When you are reduced to 0 hit points by any type of damage except Radiant, you can choose to be reduced to 1 hp instead. Once you use this feature, you cannot us it again until you finish a long rest.
Stage 2 Flaw: Greater Sanguine Curse
Your curse has taken a stronger hold on you. You gain the following features, which are in addition to or modify the features of Sanguine Curse:
You make all d20 Tests at Disadvantage when you are in sunlight.
You must feed every 4 days.
Vampire Stage 3

When you reach Stage 3 of vampirism, you select two Stage 3 Boons, and also gain the Stage 3 Flaw.
Stage 3 Boon: Beguiler’s Charm
You gain the ability to manipulate the mind of a creature with your unearthly charm. As a Magic action, you can choose a Humanoid or Beast creature within 30 feet of you that can see you. The creature must succeed on a Charisma saving throw against the following DC: 8 + your Charisma modifier + your Proficiency Bonus.
On a failed save, the creature gains the Charmed condition for 24 hours. At the end of the 24 hours, you can choose to automatically renew the Charmed condition on that creature with no saving throw. You may only have one creature charmed in this manner at a time. If you use this ability on another creature, the Charmed condition ends on the previous creature immediately.
Stage 3 Boon: Improved Fanged Bite
The piercing and necrotic damage from your Fanged Bite both increase to 2d6. Additionally, you can make a Bite attack as a bonus action as long as you don’t make that attack as part of an action on the same turn.
Stage 3 Boon: Mist Form
You can cast the Gaseous Form spell a number of times equal to your Vampire Transformation Stage without using a spell slot or needing to use verbal, somatic, or material components. You regain all uses of this ability when you finish a Long Rest. You can cast this spell as an Action on your turn, or as a Reaction when you are about to take Bludgeon, Piercing, or Slashing damage. You therefore become resistant to the damage that triggered the reaction, as per the spell.
Stage 3 Flaw: Supreme Sanguine Curse
Your curse continues to transform you, bringing about further debilitations. You gain the following features, which are in addition to or modify the features of Sanguine Curse:
If you start your turn in sunlight, you take 1d10 Radiant damage. You cannot have Immunity or Resistance to this Radiant Damage.
Your appearance begins to resemble that of a true vampire. In stressful conditions, as determined by your or the GM, your appearance changes outside of your control. When you do, anyone observing you knows your true nature.
You must feed every 2 days
Vampire Stage 4
When you reach Stage 4 of vampirism, you select the Regeneration Boon plus one other appropriate Stage 4 Boon, and you also gain the Stage 4 Flaw.
Stage 4 Boon: Final Soman Bloodline
Prerequisite: Soman Bloodline
You reach the full manifestation of your Soman Bloodline Form. You gain the following features:
Your Strength and Dexterity scores increases by another 1 point.
The Necrotic damage done with Fanged Bite increases by 2d8.
When a Humanoid creature is reduced to 0 hit points by your Fanged Bite attack or through your feeding, it rises as a Vampire Spawn 24 hours later unless the body is destroyed or undergoes rituals to prevent its rising. You can have 2 Vampire Spawns created this way under your control, and they follow your verbal commands to the best of their abilities. If you take control of a third Vampire Spawn, you choose one of the other Vampire Spawn you currently control to no longer follow your commands.
Stage 4 Boon: Final Fzeg Bloodline
Prerequisite: Fzeg Bloodline Form
You reach the full manifestation of your Fzeg Bloodline. You have the following features:
Your Strength score increases by another 2 points.
The damage done by your Claw attack deals 3d6 + Strength modifier Slashing damage, using your Strength modifier and Proficiency Bonus on attack rolls. You can also make three Claw attacks with an Attack action.
You are Resistant to Bludgeoning, Piercing, and Slashing damage from Nonmagical weapons that are not silvered.
Your Speed increases by another 10 feet
Stage 4 Boon: Final Strigoi Bloodline
Prerequisite: Strigoi Bloodline Form
You reach the full manifestation of your Strigoi Bloodline. You have the following features:
Your Dexterity score increases by another 2 points.
You can summon 2d4 Swarms of Rats, Swarms of Bats, or Wolves as a Bonus Action. They appear at the start of your next turn within 60 feet of you. They follow your verbal or mental commands. They disperse after 1 hour, when you are reduced to 0 hit points, or when you dismiss them with a Bonus Action.
You can cast the Misty Step spell up to four times without using a Spell Slot. You can also cast a spell in this way as a Reaction when you are targeted with an Attack.
Stage 4 Boon: Regeneration
You have regenerative powers. While Bloodied but not at 0 hit points, you regain 10 hit points at the start of your turn so long as are not in sunlight or did not take Radiant damage since the end of your last turn.
Stage 4 Flaw: Ultimate Sanguine Curse
Your transformation into a creature of the night is complete. And with that transformation comes susceptibilities. You gain the following features:
One strike may end your existence forever. When you are Incapacitated, Stunned, or Unconscious, and you are struck by a Critical Hit with a Piercing Weapon made of wood or silver, you must succeed on a DC 20 Constitution saving throw. On a failed save, you die and are reduced to ash. Only a True Resurrection or Wish spell can bring you back to life.
You must feed every day