# TRANSFORMATIONS Transformations represent profound changes or augmentations to characters in Daggerheart. These are optional aspects of a character’s identity that may be given out by the GM during a campaign for narrative purposes (such as being turned into a vampire) or presented as an option during character creation. Transformations provide both a mechanical benefit and a drawback. As a player, you are responsible for tracking both features, paying special attention to the drawback so the GM doesn't have to track it for you. When you gain a transformation, add it to your character sheet. It acts as an additional aspect of your character and does not count against your domain card limits. You can only have one transformation per PC. --- ## VAMPIRE (THE UNDEAD) You were drained of life and fed the blood of an undead Maker, then buried in the earth to rise as a creature of the night. You no longer age, your skin is cold, and you crave the warm blood of the living. ### TRANSFORMATION QUESTIONS * Who was your Maker, and what is your current relationship with them? Are you bound by love, fear, or a desire for vengeance? * How did you feel the first time you fed on a human? Did you embrace the beast, or did you grieve your lost humanity? * Where do you sleep during the day to stay safe from the sun? ### FEATURES * **Undead Vitality**: You no longer need to breathe, sleep, or eat normal food. You are immune to mundane diseases and poisons. You gain a permanent +1 to your Evasion. * **Glamour**: Once per session, you can lock eyes with a mortal within Close range. Make a Presence Roll against their Evasion. On a success, you hypnotize them. They must answer your questions truthfully or perform a simple, non-harmful task for you. They will forget the interaction occurred once the glamour wears off. * **Drawback: Sunlight & Silver**: * **Sunlight**: If you are exposed to direct sunlight, you immediately take 2 direct damage at the start of each of your turns, ignoring Armor. You cannot heal damage caused by sunlight until you spend a night resting in complete darkness. * **Silver**: Attacks against you made with silver weapons deal an additional +1d6 physical damage. * **Bloodlust**: You must consume blood (either human, faerie, or synthetic Tru Blood) daily. If you go 24 hours without feeding, you must mark 1 Stress and have disadvantage on all rolls to resist violent impulses. --- ## V-ADDICT (THE BLOOD-HIGH) You have tasted the blood of a vampire, known on the streets as "V." It is a highly potent, magical drug for mortals, granting brief moments of godlike power and healing, but extracting a heavy toll on your mind and body. ### TRANSFORMATION QUESTIONS * How did you get your first taste of V, and who is your current supplier? * What hallucinations or visions do you experience when you are high on V? * What lines are you willing to cross to secure your next vial? ### FEATURES * **V-Rush**: Once per combat, you can inject or drink V to initiate a rush. For the next minute, you have advantage on all Strength and Agility rolls, and your melee/unarmed attacks deal an extra +1d8 physical damage. * **Regenerative High**: When you initiate a V-Rush, you can immediately clear up to 2 marked physical damage or 1 Stress. * **Drawback: The Crash & Withdrawal**: * **The Crash**: When the V-Rush ends, you must immediately mark 1 Stress and gain the Vulnerable condition until you complete a Short Rest. * **Withdrawal**: You must consume V at least once every 24 hours. If you go 24 hours without V, you enter withdrawal, giving you disadvantage on all Instinct and Presence rolls due to jitters, paranoia, and vivid auditory hallucinations. --- ## NECROMANTIC MEDIUM You have opened your mind to the spirits of the dead, either through wiccan magic, necromancy, or surviving a near-death experience. The veil between life and death is paper-thin for you, allowing you to act as a bridge for restless souls—though they often want to stay. ### TRANSFORMATION QUESTIONS * Was there a specific death or tragedy that opened your third eye to the spirit world? * Is there a particular spirit that lingers near you, acting as a guide or a nuisance? * How does the constant whispering of the dead affect your ability to sleep or focus? ### FEATURES * **Spirit Whispers**: You can see, hear, and speak with the spirits of the deceased. You have advantage on rolls to gather information about a location's history or past events if spirits are present. * **Ethereal Channel**: You can spend 2 Hope to summon a local spirit to assist you. You can ask the spirit up to three questions about what it witnessed in life, or command it to create a distraction (giving one enemy within Far range disadvantage on their next action). * **Drawback: Possession & Static**: * **Possession Risk**: Whenever you roll with Fear on a spell, magic, or mind-related roll, a spirit attempts to hijack your body. You must succeed on a Presence Roll (Difficulty 12) or become possessed for 1 round, during which the GM controls your actions as the spirit pursues its own agenda. * **Spiritual Static**: The constant presence of spirits makes it difficult to focus in crowded areas. You have disadvantage on Instinct rolls in places where many people have died (like cemeteries, old battlefields, or hospital wards).