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Yoesph

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About this mod

Adds the vampire transformation from Grim Hollow in time for any Halloween-themed playthroughs.

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What is this mod?
This mod adds the Grim Hollow Vampire transformation as close to RAW as possible. This includes four levels of progression, picking your own boons, and a milestone system. 

Becoming a Vampire
There are various ways to become a vampire:
  • Allow yourself to be drained completely by a certain vampire spawn.
  • Drink a Hag's loathesome potion. 
  • Choose to begin the game as one. 

Progressing as a Vampire
Below are the milestones as given by Grim Hollow. I will go over what I have implemented and mention I am open to ideas for more if they fit into any of the following categories. 
  • Undertaking an exceptionally evil (or good) act.
  • Completing an ancient ritual.
  • Obtaining a powerful artifact.
  • Being cursed by a dark agent.
  • Being exalted by a patron or god.
  • Establish a coven of vampire spawn.
  • Drink the blood of a legendary monster.
  • Learn the great secrets of vampirism from a Vampire Lord.
  • Learn to embrace your Hideous Form and lose the ability to conceal it.
  • Discover the lost crypts of an ancient vampire and consume its essence.
Milestones implemented:
  • Drinking Mother's Loathing
  • Reading the Scroll of Black Mass
  • Killing a creature with a legendary action with your "Fanged Bite" (Requires playing on the Honor Ruleset)

Vampire Abilities
The vampire transformation is split into four levels. Each level besides the first allows you to take 1 Boon and requires you to that that level's Flaw. The first level gives you all boons and the flaw. 

Vampire Boons
Level 1: 
  • Blood Fury: Whenever you deal combat damage with an unarmed strike or a melee/ranged weapon to a target that can bleed, and is not undead or a construct, you gain one Fury Point. You may only have a maximum of 4 Fury Points at any time. Upon completing a short or long rest, the number of Fury Points you have is reset to 0. These points are used by certain abilities that you can learn through your transformation levels. (RAW)
  • Fanged Bite: (1FP). On your turn, immediately after you take the attack action, you can use your bonus action to make a special unarmed bite attack. You can use your Dexterity modifier instead of strength to hit with this attack. This attack deals piercing damage equal to 1d4 + your Strength or Dexterity modifier. The target must then succeed at a Constitution saving throw or take 2d6 necrotic damage. You regain hit point equal to the necrotic damage dealt this way. This attack generates 1 Fury Point as normal. If this attack reduces a humanoid creature of size Medium or smaller to 0 hit points, you gain 3 Fury Points instead. (Scales off unarmed ability modifier, IE Strength)
  • Calculated Strike: (1FP)When you hit with a melee weapon attack, you may use this ability before damage is dealt. If you do so, you may add 1d6 of the same damage as your weapon to the damage result. If this ability is used, no Fury Points are generated for this attack. (RAW)
  • Vampiric Mist: (2FP). As a bonus action, you can disappear in a puff of shadowy mist and teleport up to 30 feet to an unoccupied space you can see. (RAW)
  • Unearthly Reflexes: (1FP). After you have rolled a Dexterity saving throw, but before the GM has determined the result, you can use your reaction and take half damage on a failed save, and no damage on a successful one. (RAW)
  • Deathly Horror: (3FP). As a bonus action, you can emit a ghastly distortion of your true form. A creature of your choice within 30 feet of you must succeed on a Wisdom saving throw or become Frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to this ability for 24 hours. (Immunity will always apply after the status is removed)
  • Undead FormYour Dexterity score increases by 2 and your Charisma score increases by 1. An ability score cannot be increased beyond 16 this way. In addition, your creature type changes to undead. Spells and abilities that state effects or conditions specifically regarding Undead of a specific CR have no effect on you. If a spell or ability other than your own would cause you to gain Hit Points, you gain that many temporary Hit Points instead. If you are reduced to 0 hit points and fall unconscious as a result, any healing you receive will stabilize you and leave you on 1 hit point and unconscious. Furthermore, you cannot die from old age and you do not require air, food or drink. (You are considered undead, temporary hitpoints is not implemented, you still require camp supplies)
Level 2:
  • Dread Knight Combat Training: You become trained in the martial ways of the Dread Knights. As a bonus action, you may enter, exit, or change combat stances. While in a combat stance, you gain the features of that stance.
  • Offensive. While in this stance, you deal an additional amount of damage with your melee weapon equal to the number of Fury Points you currently possess (minimum of 1). (RAW)
  • Defensive. While in this stance, you gain a bonus to your AC equal to half the number of Fury Points you currently possess (minimum of 1). (RAW)
  • Accuracy. While in this stance, you gain a bonus to hit with your weapon attacks equal to half the number of Fury Points you currently possess (minimum of 1). (RAW)
Additionally, you may use Dexterity instead of Strength for the attack and damage rolls of any melee weapon with the slashing damage type. (Not Implemented)
  • Sanguine Magic: Your curse corrupts the magic you cast. Whenever you deal non-necrotic damage with a spell or cantrip, you can choose to deal necrotic damage instead of that spell’s normal damage type. Furthermore, whenever you deal damage with a spell or cantrip, you gain one Fury Point (maximum of 1 per turn). (Dealing necrotic damage not implemented)
  • Cast in Blood (1 FP). The next time you cast a damage-dealing cantrip, you can add your charisma modifier to the damage you deal. (RAW)
  • Sanguine Spellbinding (3 FP). The next time a creature makes a Charisma, Intelligence, or Wisdom saving throw against a spell you have cast, it has disadvantage. If a spell affects multiple creatures at the same time, you choose which creature is affected. (RAW)
  • Shapechanger: You can use an action to polymorph into a Tiny bat or back into your normal form. While in bat form, you gain the following features:
  • Your walking speed is 5 feet, and you have a flying speed of 30 feet. (Not implemented)
  • If you have sunlight hypersensitivity, it is reduced to sunlight sensitivity: while in sunlight, you have disadvantage on attack rolls and ability checks, but take no damage from direct contact with sunlight. (RAW)
  • While in bat form, you can’t speak. Any object you are holding or armour you are wearing merges into your bat form or immediately drops to the ground. The GM may decide if they feel the object cannot merge. (RAW)
  • If you become unconscious in bat form, you revert back to your vampiric form. (RAW)
Additionally, you can use an action to turn into mist. Whilst in mist form, you gain the following features:
  • You are weightless, have a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. (RAW)
  • In addition, if air can fit through a space, then you can as well. You cannot pass through liquid, and this does not give you the ability to cross running water.
    You have advantage on Strength, Dexterity, and Constitution saving throws, and are immune to all non magical damage, except any damage you take from sunlight. (RAW)
  • Any object you are holding or armour you are wearing merges into your mist form or immediately drops to the ground. The GM may decide if they feel the object cannot merge. (RAW)
  • If you become unconscious in mist form, you revert back to your vampiric form. (RAW)
  • You cannot take any actions, speak, or manipulate objects. (Cannot speak)
Level 3:
  • Cruel Riposte: Whenever a creature within 5 feet of you makes an attack against you, you may use your reaction to make a melee weapon attack against the attacking creature. You may use this feature a number of times equal to your Dexterity modifier (minimum of 1). You regain all expended uses of this feature when you complete a long rest. (RAW)
  • Creatures of The Night: Once per long rest, you can magically call to your aid 2d4 swarms of bats or 2d4 swarms of rats. When outdoors, you can summon 2d4 wolves instead of swarms of rats. These creatures arrive at the end of your next turn at a destination of the GM’s choice within 30 feet of you, and they are under your control. They act directly after you in the initiative order and remain for 1 hour, until you die, or until you dismiss them with a bonus action. You cannot use this ability if you are exposed to direct sunlight. (Swarms are changed to summoning 5 of either a Rat or Bat with the stat block of an entire swarm. Wolfs summon 5 as well)
  • Captivating Glance: You gain proficiency in Deception and Persuasion. If you are already proficient in one of these skills, then your proficiency bonus is doubled for ability checks using that skill. If you have or ever gain double proficiency in one or both of these skills, you gain +2 for that skill instead. Additionally, your thoughts cannot be read by any means. (RAW)
Level 4: 
  • Grim Executioner: (Requires Dread Knight Combat Training) You have mastered the martial techniques of the Dread Knight. Whenever you roll a critical hit with a melee or ranged weapon, and the target has 50 or fewer hit points, you kill the target outright. If your target has more than 50 hit points, you deal an extra 6d6 damage. This damage is of the same type as your weapon. (RAW, besides the extra damage, is necrotic)
  • Beguiler's Entracement: (Requires Captivating Glance) Once per long rest, you gain the ability to manipulate the mind of a humanoid with your sanguine magic. You can use an action to make an incapacitated humanoid charmed by you for 24 hours or until you target a different humanoid with this ability. If you use this ability on the same target for 30 unbroken days, the target becomes permanently charmed by you.
    You may use this ability on another humanoid once you have permanently charmed the previous humanoid. You can have a maximum number of enthralled humanoids equal to your Charisma Modifier (minimum of 1). If the number of enthralled humanoids exceeds your Charisma modifier for any reason, you lose connection to all of them.This charm effect can be removed with the remove curse spell, or any other spell or ability with similar effects. (Currently ONLY works as a free charm spell, but I am open to suggestions for implementation ideas)
  • Regenerate: You regain 10 hit points at the start of your turn if you have at least 1 hit point remaining, and are not in sunlight or over running water. If you take radiant damage or damage from holy water, this ability does not function at the start of your next turn. (RAW besides holy water) 
Vampire Flaws
Level 1: 
  • The Sanguine Curse: The sanguine curse has taken a hold on you. As a result you gain the following features:
• You cannot enter a residence you do not own without an invitation from one of the occupants. If you enter a residence involuntarily such as by being dragged into one, you take 1d10 psychic damage at the start of your turn while you are inside it. (RAW)
• You gain Darkvision (60 ft.) if you do not already have it. (RAW)
• While in sunlight, you have a disadvantage on attack rolls and ability checks.  (RAW)
• You must feed every 7 days. (RAW)
Level 2:
  • Hideous Appearance: Your appearance has greatly altered from its original features. The first signs were the fangs that started to protrude from your upper row of teeth. You have no reflection in mirrors or other reflective surfaces. With dry, pale skin and occasional burns from the sun, you can hide your true appearance by concentrating on your pre-vampirism appearance. However, the following situations can reveal your true appearance: (Non enemies will run from you and potentially become hostile, you also get disadvantage on persuasion checks)
• Concentrating on a spell. (RAW)
• Gaining the unconscious condition. (RAW)
• Entering hallowed ground. (Not Implemented)
• Taking damage from being exposed to sunlight or free-flowing water. (RAW)
• Choosing to reveal your true self. (Not Implemented)
Level 3:
  • Greater Sanguine Curse: Your curse has taken a stronger hold on you. As a result, you gain the following features:
• You take 1d10 acid damage if you end your turn in running water. (RAW)
• You gain superior Darkvision (120 ft.) if you do not already have it.  (RAW)
• You take 1d10 radiant damage when you start your turn in sunlight.  (RAW)
• You must feed every 3 days.  (RAW)
Level 4: 
  • Stake To The Heart: Whenever you’re attacked by a creature with a wooden or silvered weapon, if they score a natural 20 to hit, and you have 50 hit points or less, they manage to lodge their weapon into your heart and you become paralyzed for 1 hour or until the weapon is removed, whichever is greater. (If you are hit by a crit with piercing damage while your HP is less than 50, you become paralyzed for 10 turns)

Feeding
Transcended beyond mortal needs, vampires do not need to eat. However, the gripping nature of their curse requires them to feed on the fresh blood of humanoids. A task they undertake with delight.
  • On your turn, as an action, you can make an unarmed bite attack against an unconcious, restrained or charmed humanoid. If you do so, the target is drained for 1 pint of blood and bears a bite mark on the location you bit them. This attack does not wake sleeping creatures or end the effect of spells and abilities. A creature bitten this way gains a level of exhaustion, which can only be removed with the use of a greater restoration spell. (Target receives the "Blood-Sapped" status rather than exhaustion, open to suggestions to implementation ideas)
  • A vampire that does not feed within the required time goes into an unconscious feeding frenzy, under the GM’s control. The next time they sleep or enter a trance they attack all nearby living creatures and attempt to feed on them. A vampire remains in this state until they have drained a creature completely (killing them), at which point the vampire falls unconscious for 4 hours. (If you haven't fed in the allotted time when you turn in to camp for the night, you will go on a frenzy and attack everyone until you are able to feed. They will not die but may be upset with you.)

Transformation Save DC = 8 + your proficiency bonus + your Dexterity or Charisma modifier (Spells use charisma, physical actions use dex)

Compatibility
It should be compatible with everything. 
Requires:
  • Script Extender
  • ImpUI

Expanding the Mod/Later Plans 
Future Plans:
  • Add the other Grim Hollow transformations
  • Include more milestone opportunities
  • Take feedback on non-RAW Implementation and balance suggestions
  • Get the proper action resource icons to work. Cant for the life of me get it to cooperate. 
  • Potentially implement a system where if you aren't in the recommended level range for a milestone it will be saved for later
  • Adding new Dialogue as I just figured out how to do it properly check here. 
    

How do I install this mod? - Click Here 
MAC Users: Sadly due to relying on a Script Extender mod this mod is not useable by Mac.

Thank you to:
Larian's and the BG3 Modding Community Discords who answered my many questions