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If the fortress you’re resting at is a bit of misty and little stuffed with vermin, your day is about to go from bat to worse with vampires.
Vampire myths are nearly as previous as historical past itself. The specifics and names have modified, however demons that drink blood or the useless rising to dwell pseudo-normal lives is way from a brand new or authentic concept. Varieties of what we’d name Vampires are discovered all through many cultures everywhere in the world, presumably deriving inspiration from real-world illnesses akin to porphyria or rabies. Even now the Vampire guidelines aren’t all the time similar throughout the board (Do they sparkle or not?! (This is a joke, please don’t e mail me.)), however many of the fundamentals are fairly comparable. And so with their years and years of historical past, it’s no shock to see that Vampires have by no means not existed in D&D. Honestly, they’re precisely what you’d anticipate. They’re Vampires, and dealing with one positive is a ache within the neck.
First Edition
Since Vampires are so well-known and so near standardized, First Edition doesn’t actually provide you with any background about them. Instead, it’s nearly a whole page-long checklist of issues that may’t damage them and ways in which they will damage you. Non-magical weapons don’t have an effect on them, hit factors are regenerated at a charge of three per melee spherical and when dropped at 0 HP they flip right into a fuel and float away. Sleep, appeal, maintain, poison, and paralysis spells do nothing, however chilly or electricity-based spells produce half-damage.
A personality drained by a Vampire turns into one, underneath the management of their slayer, a day after being buried. They might be defeated with the same old daylight or steak-to-the-heart head-cut-off combo or by being immersed in operating water. But for a foe this highly effective, none of these could be straightforward; assuming your character is aware of Vampire lore in any respect.
Second Edition
Something nearly immediately noticeable in 2E’s characterization of Vampires is the idea that they will simply mix in with mortal individuals except daylight or attacking is concerned. Even the artwork of the vampires this time depicts a person and lady who look, by and huge, very regular. A bit sharp and evil, maybe, however I’d say that lady has equal odds of being a Vampire, a depraved stepmother, or only a regular lady who’s sick of not being listened to and having the bathroom seat in her fortress left up. I wouldn’t assume her to be a monster at first look in any respect, and that’s the purpose. Second Edition goes on to spend two full pages on Vampire society, ecology, and a lot extra element than 1E concerning fight, however this small change is probably the most fascinating to me for character interplay potential alone.
Third Edition
Third Edition after all has Vampires as fightable foes and monsters. But it nearly extra pressingly desires you to know simply how playable of a creature a Vampire is. Is your character about to develop into one with the night time? Well, don’t fear, as a result of your hit cube are about to extend to d12, your base armor by +6, and also you’ll acquire a slam assault. Pretty candy, proper?
Fourth Edition
As is fairly commonplace, 4E creates styles of Vampire to your preventing pleasure. We’re again to having them offered primarily as a foe and fewer as a extremely actually cool plan B to your character. Now there’s the Vampire Lord and the Vampire Spawn Bloodhunter, and Spawn Fleshripper minion sorts. This is in keeping with earlier editions’ mentions that vampires have management over their creations. But it additionally immediately contradicts the very same materials. Now they will’t be harmed with operating water or repelled by garlic, opposite to “popular folklore.” This might be my least favourite number of D&D Vampire. They appear to have the entire enjoyable and lore stripped away in desire for technical combat mechanics.
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Fifth Edition
Fifth Edition all the time solves all of my 4E issues. They Bring again game-play-friendly taste textual content and background and lair data. Plus they restate some Vampire fundamentals that had beforehand been thrown away such because the aversion to operating water. Regeneration now offers the vampire again 20 hit factors per flip. This appears scary however for a moderately-leveled adventurer, isn’t an unreasonable quantity of harm to dish out in a single strike per particular person. But Vampires can assault twice. Bite and Unarmed Strike each have +9 to hit and appeal requires a DC 17 knowledge save. Formidable and infrequently superhumanly clever and strategic, vampires are some of the tough monsters within the guide.
Have you encountered Strahd? Maybe one other vampire your DM home-brewed into existence? Which vampire selection is your favourite in or out of D&D? Let us know within the feedback.
Happy Adventuring!
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