I'm currently working on the history of vampires in my hb world, not sure if this belongs into this forum, but I was debating about how Vampire Orcs would work, especially their teeth. Like would their tusks or another set of teeth become their fangs, or maybe all of them? How would they even suck blood and stuff? In my imagination it is a bit ridiculous, but I kinda love it.
Well as far as fangs would be considered it would concerned I think the canine teeth are the ones that turn into fangs regardless of what race that would be. As far as drinking blood the fangs are not straws lol they are merely use to puncture the large veins in the neck make a wound in witch they can suck the blood, like a actually vampire bat.
As far as it would affect there culture I dont think it would, most orcs are already savage and ass backward as ****....actually thinking about it orcs are kind of stupid so they probably tried to go during the day and be like: WHY HURT WHEN ME STAND IN THE NOT DARK?!?! And then die.
If you want a really scary vampire race just make it any race that naturally has a bite attack. Normally a vampire needs to be grappling a creature before it can use its powerful bite attack, races that can just bite right off the bat makes the threat of bite be active all the time, moreover if they are a beast like race there claws will be much MUCH larger than a normal vampire
I see no reason the tusks couldn’t just get sharp and puncture from the lower jaw upward. That seems the least difficult part of creating homebrew vampirism. Do you have other mechanics figured out? Sunlight sensitivity, resistances, actions in combat? Does their personality, charisma, or aggressiveness change as they take on vampirism? Are they descended from a race of vampiric orcs, or are they infected like lycanthropes or vampire spawn?
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 120 ft., passive Perception 12
Languages Common, Orc
Challenge 1/2 (100 XP)
Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
Shapechanger. If the vampire isn't in sun light or running water, it can use its action to Polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.
While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its Statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.
While in mist form, the vampire can't take any Actions, speak, or manipulate Objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a Hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution Saving Throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.
Legendary Resistance (3/day). If the vampire orc fails a saving throw, it can choose to succeed instead.
Misty Escape. When it drops to 0 Hit Points outside its Resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of Falling Unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.
While it has 0 Hit Points in mist form, it can't revert to its vampire form, and it must reach its Resting place within 2 hours or be destroyed. Once in its Resting place, it reverts to its vampire form. It is then Paralyzed until it regains at least 1 hit point. After spending 1 hour in its Resting place with 0 Hit Points, it regains 1 hit point.
Regeneration. The vampire regains 20 Hit Points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from Holy Water, this trait doesn't function at the start of the vampire's next turn.
Spider Climb. The vampire orc can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. The vampire has the following flaws:
Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is Incapacitated in its Resting place, the vampire is Paralyzed until the stake is removed.
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on Attack rolls and Ability Checks.
Actions
Multiattack (Vampire Form Only). The vampire orc makes two attacks, only one of which can be a bite attack.
Greataxe (Vampire Form Only).Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.
Javelin (Vampire Form Only).Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).
Bite (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is Grappled by the vampire, Incapacitated, or Restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains Hit Points equal to that amount. The reduction lasts until the target finishes a Long Rest. The target dies if this effect reduces its hit point maximum to 0. A Humanoid slain in this way and then buried in the ground rises the following night as a Vampire Spawn under the vampire's control.
Charm. The vampire Targets one Humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a DC 10 Wisdom saving throw against this magic or be Charmed by the vampire. The Charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or Actions in the most favorable way it can, and it is a willing target for the vampire's bit Attack.
Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a Bonus Action to end the effect.
Children of the Night (1/Day). The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The Beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a Bonus Action.
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All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
Made it using orc stats and the vampire template in the Monster Manual.
Rollback Post to RevisionRollBack
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
And this the normal orc, not the Orog, Eye of Gruumsh, or War Chief who would all be much stronger.
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All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
Well it's the fact that the weakest vampire in the book is a CR 5 (well there is a CR4 in the GGR but it's not a real vampire) and that vampire is based on a basic commoner human l, so if a CR 0 commoner turns into a CR 5 vampire then a orc would be a much higher CR of turned
It's because the commoner stats improve a lot, while the orc stats don't.
Rollback Post to RevisionRollBack
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
Maybe I’m being totally ignorant, but IS there an actual vampire template? Or was this block built by combining the full vampire stat example with a standard orc? If so, I’m not entirely sure that the custom block is in any way an accurate representation of what an Orc Vampire (not vampire spawn) should look like however, I may be missing something. Not intending to be rude, and I do realize this is an old chain. I’m currently working on a Vampire Orc chieftain as a “push antagonist” for my Ravenloft game and so far, I’ve been building him from scratch by breaking down both block and rebuilding them into one singular block. An actual “fixed template” would make the process much easier.
Hello,
I'm currently working on the history of vampires in my hb world, not sure if this belongs into this forum, but I was debating about how Vampire Orcs would work, especially their teeth.
Like would their tusks or another set of teeth become their fangs, or maybe all of them? How would they even suck blood and stuff? In my imagination it is a bit ridiculous, but I kinda love it.
What do you guys think?
Well as far as fangs would be considered it would concerned I think the canine teeth are the ones that turn into fangs regardless of what race that would be. As far as drinking blood the fangs are not straws lol they are merely use to puncture the large veins in the neck make a wound in witch they can suck the blood, like a actually vampire bat.
As far as it would affect there culture I dont think it would, most orcs are already savage and ass backward as ****....actually thinking about it orcs are kind of stupid so they probably tried to go during the day and be like: WHY HURT WHEN ME STAND IN THE NOT DARK?!?! And then die.
If you want a really scary vampire race just make it any race that naturally has a bite attack. Normally a vampire needs to be grappling a creature before it can use its powerful bite attack, races that can just bite right off the bat makes the threat of bite be active all the time, moreover if they are a beast like race there claws will be much MUCH larger than a normal vampire
I see no reason the tusks couldn’t just get sharp and puncture from the lower jaw upward. That seems the least difficult part of creating homebrew vampirism. Do you have other mechanics figured out? Sunlight sensitivity, resistances, actions in combat? Does their personality, charisma, or aggressiveness change as they take on vampirism? Are they descended from a race of vampiric orcs, or are they infected like lycanthropes or vampire spawn?
Vampire Orc
Medium Undead (orc), lawful evil
Armor Class 14 (hide armor)
Hit Points 17 (2d8 + 8)
Speed 30 ft.
STR 18, DEX 18, CON 18, INT 7, WIS 11, CHA 10
Saving Throws Dex +6, Wis +2, Cha +2
Skills Intimidation +2, Perception +2, Stealth +6
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 120 ft., passive Perception 12
Languages Common, Orc
Challenge 1/2 (100 XP)
Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
Shapechanger. If the vampire isn't in sun light or running water, it can use its action to Polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.
While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its Statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.
While in mist form, the vampire can't take any Actions, speak, or manipulate Objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a Hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution Saving Throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.
Legendary Resistance (3/day). If the vampire orc fails a saving throw, it can choose to succeed instead.
Misty Escape. When it drops to 0 Hit Points outside its Resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of Falling Unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.
While it has 0 Hit Points in mist form, it can't revert to its vampire form, and it must reach its Resting place within 2 hours or be destroyed. Once in its Resting place, it reverts to its vampire form. It is then Paralyzed until it regains at least 1 hit point. After spending 1 hour in its Resting place with 0 Hit Points, it regains 1 hit point.
Regeneration. The vampire regains 20 Hit Points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from Holy Water, this trait doesn't function at the start of the vampire's next turn.
Spider Climb. The vampire orc can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. The vampire has the following flaws:
Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is Incapacitated in its Resting place, the vampire is Paralyzed until the stake is removed.
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on Attack rolls and Ability Checks.
Actions
Multiattack (Vampire Form Only). The vampire orc makes two attacks, only one of which can be a bite attack.
Greataxe (Vampire Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.
Javelin (Vampire Form Only). Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).
Bite (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is Grappled by the vampire, Incapacitated, or Restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains Hit Points equal to that amount. The reduction lasts until the target finishes a Long Rest. The target dies if this effect reduces its hit point maximum to 0. A Humanoid slain in this way and then buried in the ground rises the following night as a Vampire Spawn under the vampire's control.
Charm. The vampire Targets one Humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a DC 10 Wisdom saving throw against this magic or be Charmed by the vampire. The Charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or Actions in the most favorable way it can, and it is a willing target for the vampire's bit Attack.
Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a Bonus Action to end the effect.
Children of the Night (1/Day). The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The Beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a Bonus Action.
All stars fade. Some stars forever fall.
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Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
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If there was no light, people wouldn't fear the dark.
Made it using orc stats and the vampire template in the Monster Manual.
All stars fade. Some stars forever fall.
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Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
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If there was no light, people wouldn't fear the dark.
that vampire orc is much too weak, it should at least be on part with vampire spawn witch is CR 5 with 82 HP if not a bit more as orcs are big boys
I didn't change the cr.
All stars fade. Some stars forever fall.
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Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
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If there was no light, people wouldn't fear the dark.
Challenge 3
All stars fade. Some stars forever fall.
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Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
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If there was no light, people wouldn't fear the dark.
And this the normal orc, not the Orog, Eye of Gruumsh, or War Chief who would all be much stronger.
All stars fade. Some stars forever fall.
-------------------------------------------------------------------------------------------------
Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
-------------------------------------------------------------------------------------------------
If there was no light, people wouldn't fear the dark.
Well it's the fact that the weakest vampire in the book is a CR 5 (well there is a CR4 in the GGR but it's not a real vampire) and that vampire is based on a basic commoner human l, so if a CR 0 commoner turns into a CR 5 vampire then a orc would be a much higher CR of turned
It's because the commoner stats improve a lot, while the orc stats don't.
All stars fade. Some stars forever fall.
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Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
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If there was no light, people wouldn't fear the dark.
Oh, and hp should be 25.
All stars fade. Some stars forever fall.
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Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
-------------------------------------------------------------------------------------------------
If there was no light, people wouldn't fear the dark.
Maybe I’m being totally ignorant, but IS there an actual vampire template? Or was this block built by combining the full vampire stat example with a standard orc? If so, I’m not entirely sure that the custom block is in any way an accurate representation of what an Orc Vampire (not vampire spawn) should look like however, I may be missing something. Not intending to be rude, and I do realize this is an old chain. I’m currently working on a Vampire Orc chieftain as a “push antagonist” for my Ravenloft game and so far, I’ve been building him from scratch by breaking down both block and rebuilding them into one singular block. An actual “fixed template” would make the process much easier.
Did you just say right off the BAT?