A creature that is afflicted with <abbr title="A creature that is afflicted with vampirism must make a DC 16 Charisma saving throw during their next long rest. On a success, the condition fades away. On a failed saving throw, the creature is turned into a Vampire. They are now typed as Undead.
A Vampire can't be sated by food or drink and must feed on the blood of a humanoid each day to not suffer the consequences of starvation. In addition, they gain the Sunlight Sensitivity trait. A Vampire gains a bite attack, in which it is proficient, which uses the creatures Strength or Dexterity and deals 2 (1d4) piercing damage. If a creature is grappled by the Vampire, the bite attack automatically hits and counts as feeding the Vampire.">vampirism</abbr> must make a DC 16 Charisma saving throw during their next long rest. On a success, the condition fades away. On a failed saving throw, the creature is turned into a Vampire. They are now typed as Undead.
A Vampire can't be sated by food or drink and must feed on the blood of a humanoid each day to not suffer the consequences of starvation. In addition, they gain the **Sunlight Sensitivity** trait. A Vampire gains a bite attack, in which it is proficient, which uses the creatures Strength or Dexterity and deals 2 (1d4) piercing damage. If a creature is <abbr title="A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. The condition ends if the grappler is incapacitated (see the condition). The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.">grappled</abbr> by the Vampire, the bite attack automatically hits and counts as feeding the Vampire.