Aspect Codex
Vampirism
Vampirism is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
What This Aspect Does
Vampirism defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.
Power Links
Crimson Bite
Make a bite or fanged strike against one creature. On a hit, the target takes piercing or necrotic damage. If the target is bleeding, charmed by you, grappled by you, or below half hit points, you gain temporary hit points equal to your CHA modifier.
Night Eyes
Your eyes adjust to darkness like a night predator. For the duration, you gain darkvision out to 60 ft., or increase existing darkvision by 30 ft., and add 1d4 to Perception or Stealth checks made in dim light or darkness.
Blood Scent
You smell living blood, fresh wounds, and fear. For the duration, you know the direction of bleeding creatures within 60 ft. that are not behind total cover, and add 1d4 to Survival checks to track wounded living creatures.
Predator's Smile
Fix one creature with an inviting, dangerous gaze. It makes a WIS save. On a failure, it is charmed by you until the end of your next turn, or frightened instead if it is already hostile and below half hit points.
Wall-Crawl
Move with coffin-beast grace. Gain a climbing speed equal to your walking speed, and you may climb difficult surfaces, including ceilings, while leaving your hands free if you move at half speed.
Thirsting Reflex
When a living creature within 5 ft. takes piercing, slashing, or necrotic damage, gain temporary hit points equal to 1d8 + your CHA modifier as your hunger sharpens.
Sanguine Recovery
If you damaged a living creature with a bite, claw, weapon, or Vampirism power this turn, regain hit points equal to 2d6 + your CHA modifier. This healing fails if you are in direct sunlight or took radiant damage since the end of your last turn.
Bite and Bind
Make a bite or claw attack. On a hit, the target takes necrotic or piercing damage and must make a STR save or be grappled by you. While grappled this way, your bite attacks against it have advantage.
Coffin Step
Move from one shadow, coffin, grave, curtain, doorway, or patch of dim light to another space you can see within range. This movement does not provoke opportunity attacks, but cannot pass through sealed magical wards.
Dread Invitation
One creature that can see or hear you makes a WIS save. On a failure, it cannot willingly move farther from you until the end of its next turn. If it is already charmed by you, it instead uses its reaction, if available, to move up to half its speed toward you.
Blood Mark
Mark one living creature whose blood you can smell, see, or have tasted. For the duration, you know its direction while it is within 1 mile, and your first Vampirism attack against it each turn deals extra necrotic damage equal to your CHA modifier.
Hungering Bite
Make a bite attack against one living creature. On a hit, it takes piercing and necrotic damage, and you regain hit points equal to half the necrotic damage dealt. If the target is willing, charmed, grappled, or incapacitated, roll one extra damage die.
Velvet Command
Speak a soft command to one creature charmed by you or frightened of you. It must make a WIS save. On a failure, it follows a simple one-word command on its next turn, such as approach, drop, flee, halt, kneel, or release.
Children of the Night
Call minor night creatures such as bats, rats, moths, or ravens to harry and distract. Choose a 10-ft. radius area. Creatures of your choice in the area have disadvantage on Perception checks and the first opportunity attack they make each round.
Mist Escape
When you are hit by an attack, become a rush of red mist and shadow. Reduce the damage by 4d10 + your CHA modifier and move up to 15 ft. without provoking opportunity attacks. You cannot pass through airtight barriers.
Enthralling Gaze
One creature that can see your eyes makes a WIS save. On a failure, it is charmed by you for the duration. It repeats the save whenever you or your allies damage it. While charmed this way, it treats your voice as familiar and trustworthy, not as an absolute command.
Blood Feast
Make a bite attack against a grappled, willing, charmed, incapacitated, or restrained living creature. On a hit, deal necrotic damage, regain hit points equal to half the damage, and the target cannot regain hit points until the start of your next turn.
Predator's Body
Your body becomes colder, faster, and more predatory. Gain resistance to necrotic damage, a climbing speed if you do not already have one, and advantage on Stealth checks made in dim light, darkness, castles, crypts, alleys, or other enclosed night-haunts.
Regenerative Hunger
For the duration, regain hit points equal to your CHA modifier at the start of each turn if you have at least 1 hit point and have damaged, charmed, or frightened a living creature since the end of your last turn. This regeneration stops for one round if you take radiant damage or begin your turn in direct sunlight.
Crimson Thrall
One humanoid or living creature that is charmed by you, has tasted your blood, or whose blood you have tasted makes a WIS save. On a failure, it becomes your willing attendant for the duration, avoiding obvious self-harm and repeating the save if directly endangered.
Beast of the Coffin
Take on monstrous vampire traits: claws, fangs, pallid wings, batlike ears, or wolfish hunger. Gain +10 ft. speed, advantage on Athletics checks to grapple, and your natural weapon attacks deal extra necrotic damage once per turn.
Bloodless Passage
Move through cracks, bars, keyholes, loose soil, coffin seams, curtains, fog, or shadowed gaps as a thin blood-mist, provided the opening is at least 1 inch wide. You cannot carry creatures with you and cannot pass through sealed radiant wards.
Vampiric Resilience
Your undead predation becomes part of your body. You no longer need to breathe, have resistance to necrotic and poison damage, and advantage on saves against disease, poison, exhaustion from lack of sleep, and charm effects from creatures you have fed on.
Crimson Dominion
Radiate predatory authority. Living creatures of your choice in the emanation that are charmed by you or below half hit points have disadvantage on saving throws against your Vampirism powers. A creature can be affected by this disadvantage only once per turn.
Blood Drain
Make a bite or touch attack. On a hit, the target takes necrotic damage and makes a CON save. On a failure, its hit point maximum is reduced by the necrotic damage dealt until it finishes a long rest, and you gain temporary hit points equal to half that damage.
Red Mist Form
Become mist, shadow, bats, or red vapor. You can move through spaces as narrow as 1 inch, resist nonmagical bludgeoning, piercing, and slashing damage, and cannot manipulate objects heavier than 10 pounds. Direct sunlight or radiant damage forces a CON save to maintain the form.
Night Sovereignty
You are immune to mundane disease and have advantage on saves against poison, charm, fear, and exhaustion. In dim light or darkness, your speed increases by 10 ft., and your first Vampirism attack each turn deals extra necrotic damage equal to your CHA modifier.
Lordly Gaze
One creature that can see and hear you makes a WIS save. On a failure, it is charmed or frightened for the duration. While affected, it cannot willingly attack you unless you damage it first. It repeats the save at the end of each turn.
Crimson Banquet
Draw power from wounded creatures nearby. Living creatures of your choice in the emanation that are below half hit points make CON saves, taking necrotic damage on a failure or half on a success. You regain hit points equal to your CHA modifier for each creature that fails, up to five creatures.
Coffin Sanctuary
Consecrate a coffin, grave, bed, crypt, abandoned room, or dark resting place as your sanctuary. While resting there, you recover one level of exhaustion and regain extra hit points. If reduced to 0 hit points within 1 mile, you know the sanctuary's direction.
Deathless Predator
Become a near-complete vampire predator. You are immune to poison damage and the poisoned condition, resistant to necrotic and nonmagical weapon damage, do not breathe, and gain a climbing speed. While in dim light or darkness, your regeneration from Vampirism powers increases by your CHA modifier.
Court of Blood
Your presence creates a predatory court. Charmed creatures in the emanation have disadvantage on saves to end your charm, frightened creatures have disadvantage on attacks against you, and allies of your choice gain temporary hit points when you drain life.
Exsanguinating Kiss
Make a bite attack against one living creature. On a hit, the target takes heavy necrotic damage and makes a CON save. On a failure, it is weakened until the end of its next turn, dealing half damage with weapon attacks and unable to regain hit points.
Storm of Bats
A shrieking storm of bats, shadows, or red-winged night creatures fills a 30-ft. radius. The area is lightly obscured and difficult terrain. Creatures of your choice entering or starting there make DEX saves or take necrotic damage and have disadvantage on opportunity attacks until their next turn.
Ancient Vampire Body
You are immune to poison damage, disease, suffocation, starvation, dehydration, and mundane exhaustion. You resist necrotic and nonmagical weapon damage. Effects below Tier 9 cannot kill you outright unless they use radiant/divine force, destroy your sanctuary, or satisfy a story weakness.
Mass Enthrallment
Living creatures of your choice in the emanation make WIS saves. On a failure, a creature is charmed or frightened by you for the duration. Affected creatures repeat the save when damaged or at the end of each turn if directly commanded into danger.
Blood Moon Feast
Draw blood-force from the battlefield. Living creatures of your choice in the emanation make CON saves, taking necrotic damage and losing the ability to regain hit points until the start of your next turn on a failure. You regain hit points equal to half the highest damage dealt to one target.
Return to the Coffin
When you would die, dissolve into mist, bats, ash, or blood and flee toward a prepared sanctuary on the same plane. If the sanctuary remains intact for 24 hours, you reform there with 1 hit point. Radiant, divine, or Tier 9+ effects may prevent this if they destroy the sanctuary.
Vampire Lord Ascendant
Become an apex vampire. You are immune to poison and necrotic damage, resistant to nonmagical weapon damage, regenerate hit points equal to your CHA modifier at the start of each turn unless in direct sunlight or harmed by radiant damage, and your Vampirism powers deal or restore an extra 4d10 once per turn.
Sunless Sovereign
A court of supernatural night gathers around you. The area becomes dim light, nonmagical sunlight is suppressed, chosen enemies make WIS saves or become frightened, and creatures charmed by you cannot willingly move farther from you while inside the emanation.
Crimson Apocalypse
Blood hunger erupts across a battlefield-scale area. Living creatures of your choice in a 60-ft. radius make CON saves, taking immense necrotic damage and being unable to regain hit points until the start of your next turn on a failure. You heal for half the damage dealt to one failed target.
Eternal Hunger
Declare a mythic vampiric event tied to a bloodline, city, court, eclipse, ancient coffin, murdered dynasty, or endless feast. It can found a vampire court, curse a noble house, turn a battlefield into a feeding ground, or bind a sanctuary to your hunger. It can be opposed only by Tier 10 vampirism, divine intervention, radiant miracle, or a story condition set when declared.
Characters With This Aspect
No character is linked to this aspect yet.