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The story goes, long ago several powerful Gypsies used a wish spell to put a powerful curse upon their enemy and it didn't go quite how they had planned. Instead it created the first Vampyr, to restore balance one of the gods, it's thought to have been Pan, cursed the Gypsie clan to be the first pack of Werewolves. All Kindred have reflections, cast shadows, when killed their bodies return to being a corpse and will quickly turn to dust over about three days. No vamp needs invitation to public buildings, stores, etc, or residences that don't have a mortal living there. All vamps have heightened senses, increased with age, as well as Darkvision 180', all vamps land as if they jumped off a 5 foot drop no matter how high the fall. Each individual Vampyr develops it's own supernatural ability, usually the same ability as it's creator or one of it's parents. To be turned into a vampire one must be drained of all blood to the point before death, and fed fresh blood of a vampire or Vampyr (no more than an hour old) Vampyrs are the strongest, and are born Vampyrs. They have personalities, moral codes, they can turn mortals, have kids, conditionally immortal. Vampires are made, or turned, by a Vampyr. Vampire spawn, are turned by a low generation vampire, or on purpose by a Vampyr They are conditionally immortal, have animal intelligence, kill mercilessly, usually insane and feral. They are about the same as zombies, only feeding on blood instead of flesh and brains. Familiar- Is an animal companion and guardian created by a vamp.White Dove- is a mortal companion that is drinking the blood of the vamp, and gaining a portion of their strength. While on the blood, it is impossible for the dove to betray the vamp in any  way. Sometimes there is a master slave bond. They are used to run errands, guard the vamp while it rests, gather information, etc. Generations A generation 0 Vamp is a Vampyr born of 2 Vampyr parents, A 1st gen vamp is a vampire turned correctly by a Vampyr. Second gen is a vamp created poorly by a Vampyr or turned by 1st gen vampire etc. At around 3rd gen is when vampire spawn start coming out (30%), + 30% per generation after. Killing a Vampyr will also destroy any vampire spawn or vampires it has sired.

Abilities
Spider Climb: The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Bite one willing creature, or a creature that is Grappled by them, Incapacitated, or Restrained. 2d4 piercing damage plus d4s (by age) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a Long Rest

Type:Vampyrs are Humanoids, Vampires are Undead.

Speed 40 ft.  Size: Medium. Bonus

Senses Heightened Senses,
Dark Vision 180'

Mind Fog (Su):  Vampyrs can  fog the minds of those victims that they take blood from and do not kill. They can remove memories of the event, leaving a confused victim blank of any
memories of the vampire or its attack. Creatures over 4 hit dice or level 4 can make a willpower save DC 17 +3 per age category of Vampyr starting at child of century.

Statuses & Condition modifiers: .
feeding: must drink 1 pint of blood every 10 hours. To stay fed. After 12 hours it's willpower save starting at DC 5 and going up 1 every hour. After you fail you're hungry.
Hungry: same effects as in sunlight. Willpower DC 10 +1 every hour or starved.

Starved: DC 20 to not eat anyone near you. Save per person every 15 minutes. (if you eat a friend or loved one you loose 1 humanity. Willpower daily DC 15 or loose 1 humanity. Goes up 1 for every week spent starved.
After a year, will go into a coma like state until fed or destroyed. Upon waking from such state will go into a blood frenzy until fed 50 pints of blood. After that will player must pass 3 out of 5 Willpower checks at 15 DC, or character is insane and unplayable. (same for characters turned into vampire, spawn get 1 check) +1 to all these checks for every hundred years old

In direct sunlight, they have same  penalties as  4 points of exhaustion, can't fly, run, dash, spider climb,  all movement is considered difficult terrain, No HP regen,  All vamp abilities are done with disadvantage, lose 1/2 Attacks, Max HP is halved, Ability scores are halved, Every turn spent in sunlight reduces your  feeding clock by one hour.

Age Category:

0-99 Fledgling, -199 Child of the century, -399 Elder, -699 Old, -999 Venerable, -1999 Child of the Millennia, 2000+ Ancient

see vampire/vampyr aging abilities for specifics on those.