🎲 D&D Companion

Vampire

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The Vampire is an Undead creature who draws their power from dark magics, as well as strengths from their time alive. They have a variety of abilities that deal with alternate forms, luring in prey, transfering blood, and rapidly striking down foes with unnatural strength. Vampires are incredibly powerful, but sacrifice living strengths to obtain it. They may spread their skills across several specialties, depending on the player's combat style, including Medicine, Stealth, Arcana, Insight, Deception, and Intimidation.

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Base (shared)base

cols F-F ยท levels 1-2 ยท 2 abilities
LvlCellAbilityCostRules
1F1Bloodsucker5 act5 actions. You bite the target next to you, dealing 1d4 damage (bypassing armor). You heal as much HP as damage done. Light Attack vs Fortitude.
2F2Vampire PhysiologyPassivePassive. If your armor is 3 or less, you gain double its Armor benefit. Being in sunlight deals 1d6 damage to you every minute (or turn).
Upgrades:
  1. Vampire Physiology + (L3) โ€” If your armor is 6 or less, you gain double its Armor benefit. Being in sunlight deals 1d4 damage to you every minute (or turn).
  2. Vampire Physiology ++ (L4) โ€” If your armor is 10 or less, you gain double its Armor benefit. Being in sunlight deals 1 damage to you every minute (or turn).

Hemomancygenerated name

cols A-B ยท levels 3-5 ยท 6 abilities
LvlCellAbilityCostRules
3A3Blood Donor5 act5 actions. Transfer 1d4 of your own HP to a target within 10 spaces. You can use this ability as often as you wish in battle. Medicine vs Will.
3B3Blood Sport5 act5 actions. Transfer 1d4 HP from a target (other than yourself) within 10 spaces to another target (other than yourself) within 10 spaces. You can use this ability as often as you wish in battle. Medicine vs Will.
Upgrades:
  1. Blood Sport + (L4) โ€” You may now be the receiving target of the transfer.
4A4VampirizePassivePassive. All of your abilities that involve a transfer of blood can now vampirize your target. When you successfully use one of these abilities, roll 1d4. On a 4, the target becomes diseased, taking 2 damage (bypassing armor) per minute (or turn) until they die. In 24 hours, they will be raised as a vampire. Medicine vs Will.
Upgrades:
  1. Vampirize + (L5) โ€” You may now choose to vampirize your target or not. A d4 roll is no longer required.
4B4Rush Of BloodPassivePassive. All of your abilities that involve a transfer of blood cost -2 actions. Medicine vs Will.
Upgrades:
  1. Rush Of Blood + (L5) โ€” Cost -1 action.
5A5FreeflowPassivePassive. All of your abilities that involve a transfer of blood now transfer 1d8 HP instead of 1d4. Medicine vs Will.
Upgrades:
  1. Freeflow + (L6) โ€” 2d6 HP instead of 1d8.
5B5Thin-BloodedPassivePassive. All of your abilities that involve a transfer of blood now have a range of 20 spaces. Medicine vs Will.
Upgrades:
  1. Thin-Blooded + (L6) โ€” +20 spaces.

Alluregenerated name

cols D-E ยท levels 3-5 ยท 6 abilities
LvlCellAbilityCostRules
3D3Silver SightPassivePassive. You permanently gain Darkvision. However, your image will not be shown in mirrors.
3E3Mimic3 act3 actions. You copy 1 effect that a target you can see currently has and place it on yourself. This will reset the effect's duration for you. Perform vs Will.
4D4Shift6 act6 actions. You sacrifice up to 6 of all your Charisma skills. You then gain an equal amount to all your Strength skills (Fortitude is still multiplied). This can also be done vice versa. Lasts 4 turns.
4E4Charm6 act6 actions. Charms a target within 5 spaces into doing your bidding for 3 turns. The target cannot be commanded to harm itself. Insight vs Will.
Upgrades:
  1. Charm + (L5) โ€” Affects +2 targets.
  2. Charm ++ (L6) โ€” Affects +2 targets.
5D5Children Of The Night12 act12 actions. Must be nighttime. You summon 2d4 swarms of bats or rats, and 3d6 wolves to fight for you. Bats/rats deal 1d4 damage (bypassing armor) to targets and have 4 HP; wolves deal 2d6 damage to targets and have 12 HP. They last until the end of battle, they die, or you dismiss them for 1 action. Animal Handling vs Will.
5E5Seduce6 act6 actions. Turns a hostile target neutral, befriends a neutral target, or seduces a friend. Lasts 10 turns. Persuasion vs Will.

Predationgenerated name

cols G-H ยท levels 3-6 ยท 7 abilities
LvlCellAbilityCostRules
3G3Swoop3 act3 actions. You carry a target next to you and fly up to 7 spaces away. You and your target will stay the same distance from each other during this movement. Acrobatics vs Reflex.
3H3Ambush6 act6 actions. You leap up to 5 spaces. If you land next to a target, you may deal 1W damage to them and reduce their Armor by 2 for 3 turns. Stealth vs Detection.
Upgrades:
  1. Ambush + (L4) โ€” Armor reduction -3.
4G4Silver Skin4 act4 actions. You enchant your body to become more durable for 3 turns. During this time, you take half damage from Bludgeoning and Slashing attacks, but double damage from Piercing and Magic attacks. Arcana.
4H4Diamond Skin4 act4 actions. You enchant your body to become more durable for 3 turns. During this time, you take half damage from Piercing and Magic attacks, but double damage from Bludgeoning and Slashing attacks. Arcana.
5G5Vanish3 act3 actions. You vanish from the sight of all enemies, but cannot make any actions. If anyone moves into your spot, you will be discovered. Lasts until called off or discovered. Stealth vs Detection.
5H5Thief's MobilityPassivePassive. Your max Climbing and Swimming speed is equal to your Acrobatics score. Acrobatics.
6G6MultiattackPassivePassive. Being in the presence of garlic reduces your actions by -4 per turn. However, any time you make a successful Basic attack, you may attack again at no action cost. Light Attack vs Fortitude.
Upgrades:
  1. Multiattack + (L7) โ€” Your Basic attack does not have to succeed to prompt a second attack.

Dark Giftsgenerated name

cols J-L ยท levels 3-5 ยท 9 abilities
LvlCellAbilityCostRules
3J3Bat Form5 act5 actions. You turn into a bat. In this form, you cannot speak or make attacks, and your Armor and Fortitude become 0, but you gain +7 Reflex and fly 2 spaces per action. Lasts until called off. Arcana.
Upgrades:
  1. Bat Form + (L4) โ€” A horde of 2 dozen bats are also unleashed. This horde lasts for 3 turns.
3K3Mist Form5 act5 actions. You transform into mist, taking on all physical properties of water vapor. While in this form, most attacks are useless against you, and you cannot use attacks of your own, but can float 1 space per action. Lasts until called off. Arcana.
3L3Absorb PowerXX actions. Attack a target next to you for 1W and steal one of their unused abilities. They cannot use that ability this battle, but you can. This lasts until you use it or the battle ends. Finesse Attack vs Fortitude.
4J4Trailing Darkness9 act9 actions. A dark cloud hovers directly over you for 10 turns. During this time, you and anyone anyone within 2 spaces of you are considered Blinded and suffer -10 accuracy if they do not have Darkvision. You cannot cast this again until after a long rest. Arcana.
Upgrades:
  1. Trailing Darkness + (L5) โ€” You now have Darkvision.
4K4Pestilence6 act6 actions. Infects a target within 6 spaces with a disease. On the next day, this disease will cause excessive coughing and sneezing. The next day, it will evolve into severe influenza, causing muscle pain, headaches, and exhaustion. Over the next few days, it will cause organ shutdown and eventually death. It is highly contagious; roll 1d6 for anyone next to the target during this time, they become infected with a roll of 2 or higher. Medicine vs Fortitude.
Upgrades:
  1. Pestilence + (L5) โ€” Anyone within 3 spaces of the target will become infected with a 1d6 roll of 4 or higher.
4L4Unholy Renewal4 act4 actions. You heal for 2d10 + (1/2 your level) HP. You can only use this once a day. Medicine.
5J5Waking Death60 act60 actions. You assign a coffin to yourself. While you are within sight of the coffin, you gain +1 Light Attack, Stealth, Deception, and Intimidate. While you are within 5 spaces of the coffin, this bonus is +4 instead. Arcana.
5K5Antilife12 act12 actions. You summon a translucent shell that surrounds you and the spaces next to you. No living beings can pass through this shell, but all other matter - including Undead and Constructs - can. This lasts for 7 turns or until you move. Arcana.
5L5Ring Of Death5 act5 actions. Deal 1d6 damage (bypassing armor) to all allies and enemies within 4 spaces. You heal 1 HP for everyone affected by this spell. Arcana vs Will.