Ancestry
Migration Ancestries: Those who were once in a land far far from Delta which now call the continent home. A millennia ago a portal opened and these groups poured out into the world below, with only their knowledge of iron forging and the blessing of the Divine they forged their own Empires and charged into the wild storm of Til
Human: The most widespread and fecund of the ancestries in this region they have incorporated a myriad of other ancestries from the Old World to their conglomeration of genetics. They have many families which incorporate heritage and rarely stay out of power for long
Ability Score: Increase any 3 different Ability Scores by +1
Age: Matures around 20, lives to 70 years on average
Size: Medium
Type: Humanoid
Speed: 8m
Features: Mixed Heritage (Optional): You can reduce your Ability Score Increase by 1 to select a different ability from your original selection (Maximum of 3 times)
Stone Dwarf Heritage - You gain Resistance to Poison Damage
Glass Dwarf Heritage - You gain 8m of Low Light Vision
Orichalcum Dwarf Heritage - You gain 2m of Movement when you use the Dash Action
High Elf Heritage - You gain access to the Arcane Cantrips (Light, Prestidigitation, and Mending) and can cast them at will. They utilize your Intelligence Modifier
Deep Elf Heritage - You gain access to the Arcane Cantrips (Message, Mold Earth, and Shape Water) and can cast them at will. They utilize your Intelligence Modifier
Ancient Elf Heritage - You gain access to the Arcane Cantrips (Dancing Lights, Ray of Frost, and Minor Illusion) and can cast them at will. They utilize your Intelligence Modifier
Deep Orc Heritage - You gain 4m of Darkvision
Tusked Orc Heritage - Once per Turn you can choose to deal additional Damage with a Melee (or Throwing) Attack equal to your Proficiency Bonus
Mountain Orc Heritage - You gain 2m of Movement when you use the Dash Action
Elven Meditation - You only require 4 hours of simple Meditation to complete a Long Rest
Dwarf: This stout race is stronger than most and regularly display their ability to accumulate knowledge and enhance the learning of their ancestors. They regularly conglomerate within mountainous and hilly terrain while their brethren form great armies and kingdoms around them
Ability Score: +1 to Strength or Wisdom
Age: Matures around 25, lives to 120 years on average
Size: Medium
Type: Humanoid
Speed: 8m
Features: Dwarf Sight and 1 of your choice
Dwarf Sight - Low Light Vision: 8m
Hill Dwarf Toughness - You gain +1 Maximum HP per Character Level
Mountain Dwarf Blood - You gain Resistance to Poison Damage and have Advantage on all Saves against Poison
Arctic Dwarf Beards - You gain Resistance to Cold Damage and do not suffer the consequences of being cold unless under extreme conditions
Orc: A tough race of tall and heavily muscled humanoids with a mottled green and grey skin tone to accentuate their brilliant white tusks. They are known for their inherent desire to explore new places and to experience new things, some of the greatest inventors and sailors are Orcs
Ability Score: +1 to Constitution or Strength
Age: Matures around 15, lives to 55 years on average
Size: Medium
Type: Humanoid
Speed: 8m
Features: Orcish Aggression or Fury (your choice) and 1 other of your choice
Orcish Aggression - You can utilize your Bonus Action to take the Dash Action (if another Feature grants you the ability to Dash as a Bonus Action this Orc Feature grants you an additional 2m of Movement Speed on that Bonus Action Dash)
Orcish Fury - Once per turn when you deal Damage with a Weapon you deal additional Damage equal to your Proficiency Bonus
Desert Orc Tusks - You gain Proficiency with Intimidation Checks
Coastal Orc Eyelids - You gain Proficiency with Perception Checks
Halfling:
Ability Score: +1 to Dexterity or Charisma
Age: Matures around 30, lives to 100 years on average
Size: Small
Type: Humanoid
Speed: 8m
Features: Swift Feet and 1 of your choice
Swift Feet - You can move through all Creatures of a Size Larger than you though it is a normal space and can take the Hide Action behind the same Creatures
Forest Halflings Resistance - You have Advantage on all Mental (Charisma/Intelligence/Wisdom) Saves against Magical Effects
Plains Halfling Luck - Whenever you roll a Natural 1 (and are not effected by Advantage or Disadvantage) you can reroll it and must take the new roll
Jungle Halflings Arcana - You gain the Mending and Minor Illusion Cantrips, utilizing your Intelligence Modifier for this inherent magic
Western Ancestry: Those which have long since inhabited the Delta and the areas around it, which have had a myriad of responses to the recent migrations from the other world. They have existed for millenia and are willing to fight for their brethren
Goblins
Ability Score: +1 to Dexterity or Intelligence
Age: Matures around 15, lives to 40 years on average
Size: Medium
Type: Humanoid
Speed: 8m
Features: Fast Step and one of your Choice
Fast Step (Bonus Action) - You can take the Dash or Hide Action with this Bonus Action
Swamp Step - You can use your Fast Step to Disengage or Dodge and your Dash allows you to move an additional 2m
River Fury - When you damage a creature and the creature's size is Small or Larger, you can choose to deal extra damage to the creature equal to your Character Level. You can use this ability an amount equal to your Proficiency Bonus per Long Rest
Camouflaged Skin - You gain Proficiency with Stealth
Hobgoblins
Ability Score: +1 to Constitution or Intelligence
Age: Matures around 20, lives to 60 years on average
Size: Medium
Type: Humanoid
Speed: 8m
Features: Poison Resistance and one of your Choice
Poison Resistance - You gain Resistance to Poison Damage and have Advantage on all Saves against Poison
Hobgoblin Toughness - You gain +1 Maximum HP per Character Level
Plains Athlete - You gain 6m of Swimming Speed and 2m of Movement Speed
Coastal Spellcasting - You gain access to the Booming Blade and Shape Water Cantrips as well as the 1st Level Spell Absorb Elements. Plus the 2nd Level Spell Shadow Blade when you reach Character Level 3. These Spells use your Intelligence Modifier for its Spell Save DC. You can cast both of these Spells once per Short Rest
Tritons
Ability Score: +1 to Dexterity or Intelligence
Age: Matures around 30, lives to 100 years on average
Size: Medium
Type: Humanoid
Speed: 8m
Features: Amphibious and one of your Choice
Amphibious - You can breathe air and water and have a Swimming Speed equal to (your Movement Speed + 2m)
Aquan Eyes - Darkvision: 10m (When underwater)
Tropical Interlocutor - You have an inherent knowledge Ocean Speech, which allows you to communicate basic ideas and feelings with animals that live underwater
Arctic Blubber - You gain Resistance to Cold Damage
Lizardfolk Ancestry: Those of either the great lizards known as Dragons or the “inferior” lizards which became known as Reptillians, though this is just propaganda created by the Dragons themselves
Dragonkin
Choose a Color of Dragon that you descend from, gaining an inclination towards that element. With even the lesser Dragonkin having slight inclinations towards their mother element
Red - Fire (Dexterity)
Blue - Lightning (Dexterity)
Green - Poison (Constitution)
Black - Acid (Constitution)
White - Cold (Constitution)
Ability Score: +1 to Constitution or Charisma
Age: Matures around 10, lives to 70 years on average
Size: Medium
Type: Humanoid
Speed: 8m
Features: Based on your Draconian Subtype - with the Dragon choosing what kind of creature would be born from its egg each of the Dragons has special traits it gives to its children to fulfill their purposes
Armored
Dragon’s Breath - Once per Short Rest you can use your Action to spray elemental breath that resonates with your Color. Whenever you do so you can choose whether to spray forward in a 8m line or in a 4m Cone. All Creatures in this area must make a Save (DC equal to 12 + your Constitution Modifier) of all targets within range that Deals 2d6 Damage. The Damage increases to 3d6 at Character Level 4, 4d6 at Level 7, and 5d6 at Level 10
Dragon Armor - When not wearing Armor your Base AC is 13
Scale Resistance - You gain Resistance to your Color’s Damage Type
Chromatic
Dragon’s Breath - Once per Short Rest you can use your Action to spray elemental breath that resonates with your Color. Whenever you do so you can choose whether to spray forward in a 8m line or in a 4m Cone. All Creatures in this area must make a Save (DC equal to 12 + your Charisma Modifier) of all targets within range that Deals 2d6 Damage. The Damage increases to 3d6 at Character Level 4, 4d6 at Level 7, and 5d6 at Level 10
Dragon’s Spellcasting
You gain access an Arcane Cantrip and Arcane 1st Level Spell (from the Wizard’s Spell List) that can be cast once per Long Rest
Low Light Vision - 8m
Kobold
Low Light Vision - 8m
Soft Feet - You gain Proficiency with Stealth
Small Form - Your Size is reduced to Small and your Movement Speed is decreased to 8m
Wyvernite
Enhanced Scale Resistance - You gain Resistance to your Color’s Damage Type and Thunder Damage
Draconic Toughness - You gain +2 Maximum HP per Character Level
Drake Minded - Your Intelligence Score increases by +1
Reptilian
Ability Score: +1 to Constitution or Strength
Age: Matures around 10, lives to 40 years on average
Size: Medium
Type: Humanoid
Speed: 8m
Features: Jaw Strike and the other 2 from your Sub-Race
Jaw Strike - As a Bonus Action, you can make a Bite Attack against an adjacent Creature using your Strength Modifier and Proficiency Bonus. This Attack deals 1d6 + Strength Modifier Damage and you gain Shielding equal to your Proficiency Bonus on a Hit
Lizites
Resilient Scales - You gain Resistance to Acid or Poison Damage (your choice) and gain +1 Maximum HP per Character Level
Camouflaged - When you take the Hide Action you have Advantage on your Roll. In addition, if you’ve been standing still for 1 minute or longer all Perception Checks against seeing you are rolled with Disadvantage
Testudons - Replace Jaw Strike with Armored Hull
Armored Hull - You can use your Bonus Action to grant yourself Shielding equal to your Proficiency Bonus
Amphibious - You can breathe air and water and gain a Swimming Speed equal to your Movement Speed
Testudo Armor - When not wearing Armor your Base AC is 13
Vipzaks
Venomous Bite - When you make a Jaw Strike you can choose to bite down with your fangs. The Attack and Damage Rolls use Dexterity instead of Strength but are otherwise the same as the normal Jaw Strike, dealing an additional 1d4 Poison Damage on a hit. This Poison Damage increases by 1d4 at Character Levels 5, 9, and 12
Viper’s Spellcasting - You gain access to the Poison Spray Cantrip and the Spells Suggestion and Ray of Sickness, which deal additional Damage equal to your Venomous Bite bonus Damage. You can cast the Spell a number of times per Long Rest equal to your Proficiency Bonus. Spell Attack Modifier = your Proficiency Bonus + your Constitution Modifier; you Spell Save DC = 8 + your Spell Attack Modifier
Changed Ancestries: These creatures have been changed by magic, either through an action of their own or because of an ancestor, regardless of their ancestry (with some exceptions). These natural creatures have been overtaken by their associated magical contamination and transform in noticeable ways, normally through their skin, eyes, and voice.
Aasimar (Divine Realm Influence)
Ability Score: +1 to Charisma or Strength
Age: Matures around 20, lives to 80 years on average
Size: Medium
Type: Humanoid
Speed: 8m
Features: Divine Form and 1 other of your Choice
Divine Form - You gain Resistance to Necrotic or Radiant Damage (your choice)
Healing Touch - Once per Short Rest you can use your Action to Touch a Creature and grant them HP equal to a number of d10 equal to your Proficiency Bonus + 5
Otherworldly Voice - You gain Proficiency with Deception, Intimidation, or Persuasion Checks (your choice)
Light Sight - Darkvision: 8m
Fealing (Ancient Realm Influence)
Ability Score: +1 to Dexterity or Charisma
Age: Matures around 20, lives to 80 years on average
Size: Small
Type: Humanoid
Speed: 6m
Features: Fae Charm and 1 other of your Choice
Fae Charm - You have Advantage on all Saves to Resist the Charmed Condition and cannot be put to sleep by magical means
Flight - You gain an 6m Flying Speed when not wearing Armor and wielding anything with the Large or Heavy Properties. However your paper thin wings are a hazard and you become Vulnerable to Fire Damage
Small Stature - You gain the Half Cover benefit [+5 AC] when you take the Hide Action between an ally of Medium Size or Larger. In addition, you can Hide as a Bonus Action
True Magic - You can select a Cantrip, 1st Level, and 2nd Level Spell from the Enchantment School of Magic (from any List) and can Cast each Chosen Spell once per Long Rest
Genasi (Primordial Influence)
Ability Score: +1 to Constitution
Age: Matures around 20, lives to 80 years on average
Size: Medium
Type: Humanoid
Speed: 8m
Features: Primordial Resistance and 1 other of your Choice (from the pair of option based on whichever subtype you select)
Primordial Resistance - Your magical connection to the inherent elements on Til grants you strength against your element [Air (Thunder), Earth (Lightning), Water (Fire), Fire (Cold)]
Air
Air Walk - Once per Short Rest you can use your Action to gather mist around you, slowly lifting you off the ground. For 1 Hour you gain a Flying Speed of 6m however you cannot fly more than 8m above the ground
Unending Breath - You don’t need to breath for up to 8 Hours by utilizing the air inside of your body
Earth
Earth Armor - You have a naturally resistant skin, every time you finish a Long Rest you gain Shielding equal to 2d6 + your Constitution Modifier
Merge with Stone - You can move inside Earth or Stone that you can touch as a Bonus Action, while doing so you have 1m of Movement Speed and during this period you are treated as an object and cannot be seen except for magical means if you aren’t moving. You can do this for up to 1 Hour at a time and do not need to breathe while doing so
Fire
Backlit Eyes - Low Light Vision: 8m
Blaze Touch - You can touch flammable objects and ignite them using your Action, You also gain the Firebolt Cantrip and once per day can cast Call Fire as if it’s 1st Level Wizard Spell for you. The Damage for Call Fire increases by 1d6 at every odd Character Level, up to 8d6 at 11th Level
Water
Diluting Skin - You have Resistance to Acid and Poison Damage
Amphibious - You can breathe air and water and gain a Swimming Speed equal to your Movement Speed
Goliath (Jotun Influence)
Ability Score: +1 to Strength or Wisdom
Age: Matures around 20, lives to 80 years on average
Size: Medium
Type: Humanoid
Speed: 8m
Features: Natural Athlete and one other of your Choice
Natural Athlete - You gain Proficiency with Athletics
Cloud Jotun Step - You can Disengage or Dodge using a Bonus Action, and you gain 2m of Movement Speed
Traditional Skin - You gain Resistance to a Damage Type of your choice (based on your ancestry) [Fire Giant (Fire), Stone (Cold), Storm (Lightning), or Hill (Thunder)]
Hill Jotun Endurance - Once per Short Rest when you take Damage you can use your Reaction to reduce the Damage by 2d12
Warped (Deep Realm Influence)
Ability Score: +1 to Charisma or Intelligence
Age: Matures around 20, lives to 60 years on average
Size: Medium
Type: Humanoid
Speed: 8m
Features: Void Eyes and one other of your Choice
Void Eyes - Low Light Vision: 8m
Natural Analysis - You gain Proficiency with Insight
Sleeper Connection - You can communicate to a Creature of your choice within 4m that you can see telepathically and it can in turn respond to you. You can also designate this Creature as your “Companion”, they can then communicate in this manner regardless of if you are in sight of each other and it now has a range of 1km. This effect lasts for up to 1 Hour, or until you reuse this ability
Psionic Shield - You have Resistance to Psychic Damage
Tiefling (Infernal Realm Influence)
Ability Score: +1 to Charisma or Dexterity
Age: Matures around 20, lives to 80 years on average
Size: Medium
Type: Humanoid
Speed: 8m
Features: Infernal Eyes and one of your choice
Hellish Anger - Once per Long Rest when you are hit by an Attack you can use your Reaction to deal Fire or Cold Damage (your choice on selecting this Ancestry) to your Attacker. This deals Damage equal to a number of d10s equal to twice your Proficiency Bonus
Horn Strike - Your horns have grown in a way conducive to combat, their form reinforced by infernal energy. Whenever you make a Melee Attack Roll you can utilize your Horns instead. This utilizes your Strength Modifier and deals 1d10 + your Strength Modifier in Damage. On a hit the target’s Movement Speed is reduced by 2m (once per turn per creature). If you used your Action to make Melee Attacks you can use a Bonus Action to make a Horn Strike
Demonic Skin - You gain Resistance to Fire, Cold, or Poison Damage (select 2 of your choice)
Demonic Scales - You gain +2 Maximum HP per Level
Rare Ancestries: These creatures are exceedingly rare but occasionally arrive in the Delta under specific conditions or when a rare type of magic interacts with the world around it. Limit: One Character per Campaign can select these Ancestries unless otherwise stated by the GM
Automaton - Built in the old city of Nyang’oro, the greatest arcanist’s capital of the world before falling to the Plague-comet 20 years ago. They had stationed a few sleeper agents of automata over their run at the top of the world but these exceedingly rare properties are happy to assist any good aligned creatures with their attempts at stopping evil
Ability Score: +1 to Constitution and Strength; -1 Wisdom
Age: Mature at Birth, no Expiration Date (Core lasts around 1000 years)
Size: Medium
Type: Humanoid
Speed: 8m
Features: Robotic Attunement and any other 2 of your Choice below
Robot Attunement - Unlike other Creatures you can only utilize Automaton Parts instead of Magic Items in your Attunement Slots, you have 4 Part Slots to attach these items you find in the Realm
Constructed Resilience - You have Resistance to Poison damage and have Advantage on Saves against the Poisoned condition.
Integrated Protection - You gain a +1 bonus to your AC due to your imbedded armor
Sentry’s Rest - You don’t need to Sleep, and magic can’t put you to Sleep. You can finish a Long Rest in 6 hours if you spend those hours in an inactive, motionless state. During this time, you appear inert but remain conscious.
Specialized Design - You gain Proficiency with any Skill or Tool of your Choice
Tireless - You don’t gain Exhaustion levels from dehydration, malnutrition, or suffocation and cannot Drown
Beastman - While these peoples rarely leave the expansive Infinite Forest deep within Spiralia the eastern continent there are a few which leave the grove that was changed fully by the Ancient Realm and have created their own form of life. They take these abilities from animals of all kinds and regularly mimic their traits, such as thick fur, strange antlers, fish-like gills, or even large bird wings as arms
Ability Score: +1 to Dexterity and Strength; -1 Charisma
Age: Matures around 15, lives to 50 years on average
Size: Medium
Type: Humanoid
Speed: 10m
Features: Any 3 of your choice, with the different traits representing what traits you have taken from other Creatures (e.x. Fur benefit can be applied whether aesthetically a player chooses a goat vs a bear etc.)
Animalistic Vision: Low Light Vision - 10m
Amphibious - You can breathe air and water and have a Swimming Speed equal to (your Movement Speed + 2m)
Beastman Weapons - You gain a Melee Attack that is enhanced by certain appendages (such as Claws, Fangs, or Horns, etc.) that you are Proficient with and utilize your Strength Modifier. This Attack Deals 1d6 Damage (Claws - Slashing, Fangs - Piercing, Horns - Bludgeoning, etc.). This Damage Die increases to a d8 when you hit 5th Level and to a d10 when you hit 9th Level
Camouflage - You can Disengage or Hide as a Bonus Action and gain Proficiency with Stealth
Climber - You gain a Climbing Speed equal to your Movement Speed
Flight - You gain an 8m Flying Speed when not wearing Medium or Heavy Armor and wielding anything with the Heavy Property. In addition, you can hover briefly but if a Weapon or Item is utilized while Flying that requires use of both hands (such as a bow) it can only be utilized if no Movement Action is taken on that turn or the Flying Creature drops as per the normal Falling Rules. Finally you gain the Feature Thin Bones when taking this Feat
Thin Bones - When selecting this Feature your bones lighten to allow you to fly, but force you to handle the powerful blows of enemies with bludgeoning attacks: You gain Vulnerability to Bludgeoning Damage
Forest Step - If you have not moved this turn you can use your Bonus Action to turn invisible until the start of your next turn by gathering natural magic around you. This also reduces your Movement Speed to 0 this turn
Heavy Fur - You gain Resistance to Cold Damage (only applies when not wearing armor)
Slimy Skin - You gain Resistance to Poison Damage and have Advantage on all Rolls to escape Grapples (only applies when not wearing armor)
Strengthened Legs - Your High Jump and Long Jump distances increase by 4m
Thick Skin - You gain Resistance to Bludgeoning and Slashing Damage (only applies when not wearing armor)
Plantoids - These Creatures are made of strange organic materials such as wood or mycelia and are seen normally within Druid Circles or within those woods affected by the Ancient Realm
Ability Score: +1 to Strength and Wisdom, -1 Intelligence
Age: Matures around 1, lives to 30 years on average
Size: Medium
Type: Plant
Speed: 6m
Features - Plant Anatomy and 2 others below:
Plant Anatomy - You are Resistant to Poison Damage and Immune to Non-magical Diseases or being put to Sleep by Magical means. In addition, you do not need to Eat, Drink, or Breathe but must “Hold your Breath” as normal if underwater
Barkborne - You gain +1 Maximum HP per Character Level and have a Base AC of 13 (but cannot equip Armor) [You cannot select Swaying Weed]
Regeneration - When you take a Short Rest you gain Shielding equal to (2 x your Proficiency Bonus) which stacks on any other Shielding
Resilient Lignin - You gain Proficiency with all Constitution Saving Throws
Photosynthesis - You only require 4 hours of being Motionless to complete a Long Rest, however you can only do this if you’ve spent at least 4 hours in the sun that day
Swaying Weed - You have Advantage on all Dexterity and Strength Saving Throws as you sway around incoming attacks [You cannot select Barkborne]
Unyielding Mold - Your spores regenerate quickly, when you are Stabilized after Dying you can use your Reaction to utilize this Feature to instead heal yourself. You appear dead to all but the most perceptive of Creatures until the start of your next turn where you jump straight to your feet without costing any Movement Speed and regain HP equal to your Proficiency Bonus + your Character Level
Vampire - While most Undead have little mental strength left (or are totally bereft of a Soul) the Vampires which have been separated from their Master in certain ways have retained their own sentience. Limited to Humanoids as other lifeforms such as Lizardfolk can’t process blood and thus can’t be turned into a Vampire
Ability Score: +1 to Charisma and Strength, -1 Constitution
Age: Appears as whatever Age they were when they were Turned, lives around 200 years naturally or around 1 Month without Drinking Humanoid Blood
Size: Medium
Type: Humanoid (Undead)
Speed: 8m
Features - Vampiric Curse
Vampiric Curse - You must drink Humanoid Blood once per week before negative effects occur, and the benefits below are also lost when outside this window
Curse Benefits
Spider Climb - You have a Climb Speed equal to your Speed and can move up, down, and across vertical surfaces and along ceilings while leaving your hands free. In addition your naturally spider-like tendencies grant you Proficiency with Stealth
Undead Fortitude - You regain HP when afflicted by Necrotic damage and have Advantage on Saves against Poison
Undead Senses - You have Darkvision with a range of 20m and can sense any other Undead within 20m of you
Vampiric Bite - Your Unarmed Strikes can be replaced with this Attack you’re Proficient with. You utilize your Strength Modifier for the Attack and Damage Rolls, dealing 1d4 + your Strength Modifier Piercing Damage + 1d4 Necrotic Damage. Up to 3 times per Long Rest you can choose to also regain HP equal to the Necrotic Damage dealt and have Advantage on your next Ability Check or Attack Roll you make. If you target a Creature that can’t move (such as the Unconscious or Stunned Conditions) you can instead do Maximum Damage instead and regain all that Damage as HP (both Piercing and Necrotic)
Curse Negative Effects
Blighted - You have Vulnerability to Radiant Damage and when a Divine Spellcaster would Cast a Spell to Heal you, the amount is dealt to you as Radiant Damage instead
Homebound - A Vampire must be fully covered to regain energy as they don’t need to sleep at all and do not gain Levels of Exhaustion from lack of sleep. However they must go Unconscious in this small, dark, and enclosed environment (such as a coffin) for 4 Hours every night or they cannot gain the benefits of a Long Rest. They can utilize Short Rests as normal.
Sunlight Sensitivity - Your body is weak to indirect sunlight and have Disadvantage on all Ability Checks when in Sunlight even if covered completely. In addition, direct sunlight deals 10 Radiant Damage to you every Round you are exposed to it (this includes via windows or mirrors unless otherwise Enchanted)
Lack of Blood - Not getting enough blood creates a Condition known as Bloodlust, this has 4 Levels, based on each week that a Vampire has gone without consuming
Bloodlust 1 - A Vampire has difficulty controlling itself after the first week, trying to fight the impulses. You suffer from Disadvantage on all Charisma Checks while in this effect
Bloodlust 2 - The Vampire becomes increasingly desperate and craves the desire for Blood.
The Vampire now has Disadvantage on all Ability Checks besides Strength as they grow desperate
Every time a Vampire starts a Long Rest without having consumed that day it must a DC 14 Wisdom Saving Throw to resist the urge to begin hunting without restraint, instead becoming focused on the closest target and draining them of blood. Should they find a target and starts drinking their Blood they must repeat that Save to stop themselves from fully draining and killing that Humanoid. In addition,
Bloodlust 3 - The Vampire begins losing all reason at this Stage
The Vampire has Disadvantage on all Rolls except for Attack Rolls, which they always have Advantage on when utilizing Vampiric Bite. In addition Vampiric Bite now deals double the Damage
The Wisdom Saves to resist the Bloodlust at this Stage increases to a DC18 a
Bloodlust 4 - A Vampire has 2 choices at this point, either letting their Mortal body die and fall into the void itself or to lose its mind and go feral, becoming a ravenous monster that only hungers for human blood and loses what sentience it once had. It is theorized that a Feral Vampire could come back (as groups of Ferals have been known to communicate) but the ability has yet to be discovered by those of Divine or Arcane persuasions