Feral Vampire

Feral vampires are created when a humanoid is bitten by a vampire. To use this race template, first choose an ancestry (and subgroup, if applicable).

The following traits replace your chosen ancestry’s Ability Score Increase, Darkvision, Superior Darkvision, and Sunlight Sensitivity traits, if it has those traits.

  • Ability Score Increase. Two ability scores of your choice increase by 1, or increase another ability score, but not Charisma, by 2. Typically this is reflective of your humanoid origin.
  • Age. Feral Vampires retain the appearance of the age at which they were turned. Turned vampires do not appear to age at all.
  • Blood Drinker. You require sustenance in the form of blood to satiate your undead appetite. If you go longer than seven days without drinking at least one pint of blood from another creature, you gain one point of exhaustion. Drinking a pint of blood removes any levels of exhaustion gained from this feature.
  • Savage Hunger. If a creature is below its hit point maximum when you hit it with your fangs, the damage die increases to a d8.
  • Superior Darkvision. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Sunlight Hypersensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. Additionally, for each hour spent in direct sunlight, your hit point maximum is reduced by 1. This condition can only be removed by spending a short or long rest in darkness, or by consuming blood with your Drain Blood feature.
  • Unholy Form. You have vulnerability to radiant damage.
Section 15: Copyright Notice

Galder’s Gazetteer Author(s) Matt Click, Gabe Hicks, Jess Ross

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