Mutagenic Vampirism

Mutagenic Vampirism

Information on Mutagenic Vampirism

Condition Type

Mutagenic Vampirism is a Geneti-Viral Condition, meaning that the condition is virally transmitted but depends on the host for the original mutation for its effects.

Affected Species 

Mutagenic Vampirism can effect all Tonallitecameh.

Origin 

Genetic Mutations preventing Vampirism from taking hold in normal manners

Rarity 

Very Rare

Cycle 

Transmission/Vectors 

Blood and Saliva work best, but other body fluids have been shown to facilitate transmition at lower rates

Cause 

Being bitten by a host who is trying to turn someone who is wanting to be turned or is at least willing.

Symptoms 

While symptoms such as having ones skin grow pale, a loss of body heat, developing fangs, losing ones shadow and reflection, and obtaining a hunger for blood, the symptoms beyond that vary due to the origin of the condition being Mutagenic in nature. The first host of a family strain, however it manifests in them is how it manifests in others who manage to become infected.

Treatment 

None known, cannot be cured even by the Wish spell or intervention of the Maintainers.

The Prime Duality and other Primordials would have the power to alter those afflicted, even curing them if needed. The Ancients would also have this ability, if they were not weakened and imprisoned within The Mooring.

Prognosis 

Sequela 

Prevention 

Individuals cannot turn unless they desire to be turned and the head of the family that they wish to join wishes for them to be turned as well. Additionally, in order to turn, one who meets the desire condition must die shortly after being bitten to activate the embedded genetic material.
Only the head of the family can turn individuals, as the variation of Mutagenic Vampirism stems from their genetic makeup, making accidental turning impossible.

History 

Vampirism, in general, is viewed negatively by most. Vampires are typically perceived as evil, undead monsters who forgave their status as children of the Maintainers long ago. Mutagenic Vampires are seen similar, as many do not realize that there is a distinction to be made between them, but in many locations they are not viewed with as much vitriol.

Cultural Reception 

Within Bridgerest in Lenuria, Mutagenic Vampires are seen as commonplace due to the Tetoani Morgan Lachnun ruling the nation; outside of the city, the distinction between them and other vampires is not as easily noted. The other Mutagenic Vampire families within the Volerian Empire and the Grand Bessian Republic are viewed with more suspicion, but are left alone so long as the heads of their families don't try to spread their lineage further than it already is.

Hosts and Causes


Feat Blocks

General Mutagenic Vampire

Statblocks

Mutagenic Vampire

Condition Feat

You have been turned into a Mutagenic Vampire, not quite dead but not quite living. Distinct from normal Vampires, you are tied to the Progenitor of your Clan. All Mutagenic Vampires do share some traits as listed below:

Physical Changes

  • Your Fingernails sharpen into Claws
  • Your Canines Sharpen into Fangs
  • You no longer have noticeable Body Heat

Features

  • You no longer need to Breathe, although Gaseous Spells still do effect you
  • You no longer age and cannot be aged by magical means
  • You do not need to eat or drink normal food
  • Alcohol no longer effects you unless it contains fermented blood
  • You are Immune to Poison Damage
  • Healing that does not work on undead does not work on you
  • You no longer have a reflection or Shadow
  • You need to consume Blood to survive, in accordance with "Blood Thirst" listed Below
  • You are considered Undead for the purpose of effects. Additionally normally hostile Undead will not attack you unless provoked.
  • When you would "die", instead you fall into a state of deep unconsciousness. You can be brought back to consciousness by having the largest connected piece of your body being brought back to your progenitor and having them revive you. Normal Resurrection Magic does not work on you. Additionally, you body does not decay and you have no time limits on being revived in this manner.

Attacks

  • When using your Claws as a melee weapon via the Attack Action, they deal 1d6 Slashing Damage. They have the Light and Finesse properties. When you successfully hit an attack with them, you may choose to grapple the target instead of dealing damage. They must be the same size of you or smaller.
  • When using your Bite as a melee weapon via a Bonus Action, they deals 1d4 Piercing Damage on a hit. If you successfully bite a target, you may spend your action to drink blood from them, as per the Blood Thirst Ability below, although a creature bitten in this way need not be willing.

Blood Thirst

  • You must drink blood to survive. You have a Blood Pool of 3 that reduces by 1 each sunrise. If your Blood Pool would reduce but is at 0, you instead gain 1 level of exhaustion. This Exhaustion cannot be removed until you regain at least 1 Blood Point.
  • As an action, you can drink blood from a willing or incapacitated creature, or a creature that has been deceased for less than 1 hour, that is within 5ft, to regain 2 Blood Points. The target then reduces their Max HP by 2 hit die, which resets after a long rest. If a creature has no regaining hit die, you regain no Blood Points from feeding off it.

Lachnun Clan Mutagenic Vampire

Statblocks

Lachnun Clan Mutagenic Vampire

Condition Feat

Tied to the Progenitor Morgan Lachnun, you gain the following Traits:

Physical Changes

  • Your Eyes turn fire Red, with only a glimmer of their previous color around the edge
  • Your skin softens in texture and color
  • Your retain your internal body heat unlike other Mutagenic Vampires.

Features

  • If you become incapacitated due to reaching 0HP, you may Expend 2 Blood Points instead of making death saving throws to immediately stand up with 1hp. You can also spend 1 Blood Point to negate a Negative Death Save caused by Damage when they occur.
  • Your Base Movement Speed is Increased by 5ft, and you gain a Climb Speed Equal to your Walking Speed. You can also walk on walls and ceilings
  • You have advantage on saving throws to 'Turn Undead'
  • You Gain proficiency on Stealth Checks, or expertise if you already are proficient

Lachnun Clan Spawn

Statblocks

Lachnun Clan Spawn

Condition Leveled Feat

Being only newly turned, your Mutagenic Vampiric abilities have only started to take shape. You have the following traits:

Features

Skulker:

  • When within areas of Dim Light or Darkness, your movement speed is increased by 5ft and you may take the Hide Action as a Bonus Action

Burgeoning Skin Mask

  • You may expend a Blood Point to alter your appearance for 1 hour. You can choose all aspects of your new appearance - Gender, Hight, Weight, Race, etc. Your statistics do not change regardless of your altered form. Your form reverts at the end of this time hour.

Vampiric Strikes

  • As a bonus action, you may mark a creature within 60ft as your pray. You have advantage on checks to track it, and deal an additional 1d6 Necrotic Damage on Weapon Attacks against it. This effect lasts 24 hours, until the creature is slain, or until you use this feature to designate a new target. You may use this feature a number of time equal to your Proficiency Bonus per Long Rest.

Vampiric Aversions

  • While within 15ft of open containers of Salt, Cinnamon, Garlic, Basil, or Thyme, or while within 15ft of a creature wearing Perfume or carrying an open container of it, you have disadvantage on all Attack Rolls, Ability Checks, and Saving Throws.
  • If you move through running water (river, rain, stream, currents, etc) you take 4d6 acid damage for each 5ft you move through it. This damage bypasses resistances and immunities.
  • You cannot enter residences without an invitation from one of its occupants. Attempting to do so results in you being shunted away, taking 3d6 force damage. This damage bypasses resistances and immunities.
  • When you look at a surface that would show your reflection if you had one, you take 4d4 psychic damage from a sudden splitting headache. This damage bypasses resistances and immunities.

Lachnun Clan Kindred

Statblocks

Lachnun Clan Kindred

Condition Leveled Feat

Your Vampiric Prowess has continued to grow and change you to the point that your abilities have been noticed. Being ascended to a Vampire Kindred, your traits are now as listed blow. Remove all traits associated with being a Lachnun Family Spawn.

Features

Predator

  • When within an area of Dim Light or Darkness, your movement speed is increased by 5ft and you may take the Hide Action as a Bonus Action
  • When within an area of Dim Light or Darkness, you can expend 2 Blood Points to Turn Invisible until you make a hostile action. While invisible from this feature, you are invisible to Divination Magic and your movements make no sound.

Improved Skin Mask

  • You may expend a Blood Point to alter your appearance for 4 hours. You can choose all aspects of your new appearance - Gender, Hight, Weight, Race, etc. Your statistics do not change regardless of your altered form. Your form does not revert at the end of the 4 hours if you choose to continue the skin mask.

Vampiric Strikes

  • As a bonus action, you may mark a creature within 60ft as your pray. You have advantage on checks to track it, and deal an additional 1d6 Necrotic Damage on Weapon Attacks against it. This effect lasts 24 hours, until the creature is slain, or until you use this feature to designate a new target. You may use this feature a number of time equal to your Proficiency Bonus per Long Rest.

Dark Mind

  • You have Advantage on Saving Throws against being Charmed or Frightened.

Vampiric Vitality

  • Gain resistance to Cold Damage and Immunity to Necrotic Damage. When dealt Necrotic Damage, you instead heal for the amount of Damage that would have been dealt.

Skills of the Night

  • Gain proficiency in Acrobatics. If already Proficient, you have expertise instead.

Evasion

  • If subjected to an effect that would require you to make a DEX Save, you instead take no damage on a success and only half damage on a failure.

Sharpened Claws and Fangs

  • Your Bite and Claws are now considered Magical Attacks for Overcoming Resistances.
  • Your Claws an Fangs deal 2d6 and 2d4 damage respectively

Expanded Blood Pool

  • Your Blood Pool now has a capacity of 5.

Vampiric Aversions

  • While within 30ft of open containers of Salt, Cinnamon, Garlic, Basil, or Thyme, or while within 30ft of a creature wearing Perfume or carrying an open container of it, you have disadvantage on all Attack Rolls, Ability Checks, and Saving Throws.
  • If you move through running water (river, rain, stream, currents, etc) you take 7d6 acid damage for each 5ft you move through it. This damage bypasses resistances and immunities.
  • You cannot enter residences without an invitation from one of its occupants. Attempting to do so results in you being shunted away, taking 6d6 force damage. This damage bypasses resistances and immunities.
  • When you look at a surface that would show your reflection if you had one, you take 7d4 psychic damage from a sudden splitting headache. This damage bypasses resistances and immunities.

Lachnun Clan Elite

Statblocks

Lachnun Clan Elite

Condition Leveled Feat

Your Vampiric Transformation is Complete, now being one of the strongest within the Lachnun Clan aside from the progenitor herself. Your traits are as follows:

Features

Predator

  • When within an area of Dim Light or Darkness, your movement speed is increased by 5ft and you may take the Hide Action as a Bonus Action
  • When within an area of Dim Light or Darkness, you can expend 2 Blood Points to Turn Invisible until you make a hostile action. While invisible from this feature, you are invisible to Divination Magic and your movements make no sound.

Mastered Skin Mask

  • You may expend a Blood Point to alter your appearance for 4 hours. You can choose all aspects of your new appearance - Gender, Hight, Weight, Race, etc. Your statistics do not change regardless of your altered form. Your form does not revert at the end of the 4 hours if you choose to continue the skin mask.
  • You may now alter your appearance into signature forms. After holding a form for a combined 50 Hours, you may change in and out of that form at will by spending 1 Blood Point. You have no time limit while in signature forms.

Vampiric Strikes

  • As a bonus action, you may mark a creature within 60ft as your pray. You have advantage on checks to track it, and deal an additional 1d6 Necrotic Damage on Weapon Attacks against it. This effect lasts 24 hours, until the creature is slain, or until you use this feature to designate a new target. You may use this feature a number of time equal to your Proficiency Bonus per Long Rest.

Dark Mind

  • You have Advantage on Saving Throws against being Charmed or Frightened.

Vampiric Regeneration

  • Gain resistance to Cold Damage and Immunity to Necrotic Damage. When dealt Necrotic Damage, you instead heal for the amount of Damage that would have been dealt.
  • If you are not under any negative effect from your Vampiric Aversions, as an action, you may spend Blood Points to roll that many number of hit die and heal 2x the amount rolled. You may use this feature once per long rest.
  • You can spend 3 Blood Points to end any status condition on yourself.

Skills of the Night

  • Gain expertise in Acrobatics.

Evasion

  • If subjected to an effect that would require you to make a DEX Save, you instead take no damage on a success and only half damage on a failure.

Claw and Fang Mastery

  • Your Bite and Claws are considered Magical Attacks for Overcoming Resistances.
  • Your Claws an Fangs deal 2d6 and 2d4 damage respectively
  • If you attack with your Claws, you may make an extra Claw attack as part of the same action.
  • You also may make an additional attack each time you take the Attack Action

Greater Blood Pool

  • Your Blood Pool now has a capacity of 10.

Blood to Darkness

  • By spending 1 Blood Point, you can put out all lights within 120ft of you. Flames are smothered, magical lights obscured.

Vampiric Aversions

  • While within 30ft of open containers of Salt, Cinnamon, Garlic, Basil, or Thyme, or while within 30ft of a creature wearing Perfume or carrying an open container of it, you have disadvantage on all Attack Rolls, Ability Checks, and Saving Throws.
  • If you move through running water (river, rain, stream, currents, etc) you take 10d6 acid damage for each 5ft you move through it. This damage bypasses resistances and immunities.
  • You cannot enter residences without an invitation from one of its occupants. Attempting to do so results in you being shunted away, taking 8d6 force damage. This damage bypasses resistances and immunities.
  • When you look at a surface that would show your reflection if you had one, you take 10d4 psychic damage from a sudden splitting headache. This damage bypasses resistances and immunities.