Health Potion:
Can be taken as a bonus action, roll for healing amount. If taken as an action, you heal for the maximum amount. The bonus action potion rule only applies to health Potions and not other potions.
Critical Hit:
When you deal a critical hit, you deal your maximum damage including the doubled dice. In addition, you get to roll again for another attack. Repeat until you no longer roll a critical hit.
Exploding Damage:
When rolling damage. If you roll the max on your hit dice, say a D8 and you roll an 8, you get to roll that die again. Continue to do so until it no longer rolls max. You only add your bonuses once though.
Repeated Failed Skill Checks:
If you roll a skill check and fail, but wish to try again, you can do so with disadvantage. If you succeed, you may gain some kind of buff, but if you fail you may receive a debuff, curse, or other consequence you will have to deal with.
Leveling Up Rerolls:
When you roll for your HP after leveling up. If you roll less than a 2, you can reroll. Or you can take the average.
Grapple Reaction:
You can spend a reaction to try and grapple a creature within 5 feet of you if they try to run away from you. Creatures, and NPCs also have this ability.
Down But Not Out:
When you are knocked unconscious, instead you are downed. While down you still perform death saving throws as normal, however you also have the option of forfeiting two rolls to perform an action. If you use this action to consume a healing potion, you gain 3hp from the potion and must spend your full movement to get up. However any other action is performed normally.
You can crawl at 1/4th your movement speed when downed. Unless you have a crawl speed, then you move that speed instead.
Grappled And Restrained:
Grappled or Restrained creatures, including players, are unable to cast spells that have somatic requirements. Unless they have an ability to cast a spell without using their hands.
Money And Purchasing Goods:
As requested, money has been implemented into the game. You will earn money through normal game mechanics, such as looting, doing odd jobs, etc. Gold will be the only currency just to make tracking easier.
VAMPIRE CHARACTER INFORMATION:
- Gain a permanent +1pt to Strength Modifier.
- Gain a permanent +1 to Charisma Modifier
- Gain 1 additional Attunement Slot. (Start with 4)
- Gain a permanent +5 to Speed.
- 20 Ft of color Dark Vision.
- Advantage On Perception Checks relying on smell & hearing.
- Add up to 200 Years to Age (Player Choice), keep Eternal & Vampire Age separate for roleplay.
- Immortal and immune from disease, aging, and can’t be poisoned.
- Damage from Regular Non-Magical Weapons heal fully on short rest or instantly after Drinking living Blood.
- Healing From Magical or Silvered Weapons requires a Long Rest in personal soil/coffin/tomb/crypt.
- Gain 1 Blood Point for every 2 player levels (7 to start) See Blood Points.
- Resistant to psychic damage (1/2 Damage – Advantage on Saves).
- Vulnerable to radiant damage (Double Damage – Disadvantage on Saves).
- Must feed on blood every 24 hours, failure to do so incurs 30pts of radiant damage and 2pts Exhaustion which can’t be cured until a long rest in personal soil/coffin/tomb/crypt is had for 2 days. Failure to feed for 72 hours results in permanent death of the character.
- Forbiddance: the vampire can’t enter a residence without an invitation from an occupant. Does not apply to abandoned homes.
- Running Water: The vampire takes 20 Acid damage if it ends its turn in running water.
- Stake to the Heart: If a weapon that deals piercing damage is driven into the vampire’s heart while the vampire has the Incapacitated Condition in its resting place, the vampire has the Paralyzed Condition until the weapon is removed.
- While in direct sunlight you take 60 points of Radiant Damage every Round that can not be healed until you take a long rest in your personal soil/coffin/tomb/crypt. Your maximum HP is reduced by 20 pts every round as well. Your maximum HP can be restored after spending 1 week in your personal soil/coffin/tomb/crypt.
- While sleeping you are to any observer as if dead. However, if an attack is made against you in this state, you can roll a D20 and add your Survival skill. If you roll a 16 or higher you awaken for 3 rounds to save yourself. You have advantage on any attacks, skills, or other rolls during this time. If you deal damage you multiply the total damage dealt by 5. At the end of this round you fall unconscious until the sun sets. You can not use this ability again till you finish a long rest.
VAMPIRE RANKS:
Fledgling Less than 200 Years – The Younglings – New Vampires
Neonate 200-500 Years – The Guidlings – Can Make Fledglings with Elder Permission.
Elder 500-1,000 Years – The Lords – Leads A Coven, Telepathic, Maxed on Most Stats, heals from almost all damage instantly.
Antediluvian Elder 1,000+ Years – The Firsts – Telepathic, Require No Blood Points, Immune to Almost All Damage & Magic, don’t feed often, difficult to destroy. Can withstand direct sunlight for extended periods of time.