My friend told me he wanted to start as a vampire as a race but I can't seem to find any source of a vampire race or any background on them in DnD. Can someone lend a hand?
There's also the Vampire race from Plane Shift: Zendikar if you want that.
If you prefer, here's my adaption of the Vryloka, and I'm aware of another floating somewhere on the DDB forums.
Vryloka
Uncounted centuries ago, in a land of mists and dark forests, the noble families of a now-forgotten kingdom sought a way to increase their life span beyond the meager years allotted to them by their human heritage. One evening, their elders were approached by a mysterious entity known only as the Red Witch - a scarlet-clad figure who held the key to their dreams. She offered to them a powerful blood-bonding ritual that would grant them the vitality of vampires without subjecting them to the taint of undeath. These human nobles became the first living vampires - blessed with great power gained at the price of their own vitality. In later centuries, these creatures became known by the name of the noble family that first forged the pact, the Vrylokas.
Ability Score Increase. Your Charisma score increases by 2, and your Strength or Dexterity score increases by 1.
Age. Vryloka mature around the same time as humans, but can live to be 300 years old or more.
Alignment. Vryloka are as free in their alignment as humans, but whatever they feel, they feel completely.
Size. Vryloka are built like the humans they once were. Your size is Medium.
Speed. Your base walking speed is 35 feet.
Darkvision. Thanks to your pseudo-undead nature, you have superior vision in dark and dim conditions. You can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of grey.
Blood Dependancy. When your current hit points are less than half of your maximum hit points, you subtract your proficiency bonus from the amount of hit points you recieve from healing magic.
Lifeblood. Once per short rest, when you kill an enemy, or reduce one to half its hit points, you can do one of the following: - Move up to your speed (in addition to your normal movement). - Gain temporary hit points equal to twice your proficiency bonus. - Gain advantage on your next attack roll.
When you reach 9th level, you can also choose from the following, each of which last until the end of your next short or long rest: - Your speed increases by 10 feet. - Your darkvision extends by 30 feet. - Any creature you hit with a melee attack takes 1d10 damage at the start of each of its turns, until it succeeds on a Constitution saving throw (DC = 8 + your Charisma modifier + your proficiency bonus). - If a creature is taking ongoing damage, you gain advantage on attack rolls against them. - If you start your turn next to an enemy that is taking ongoing damage, you gain temporary hit points equal to 1d10 + your proficiency bonus.
Living Dead. Because your soul is tainted by undeath, you are both a humanoid and an undead. If a power has different effects on humanoids and undead creatures, you choose which effect applies to you.
Necrotic Resistance. You have resistance to necrotic damage.
Unnatural Vitality. When you kill a creature, you do not need to eat, drink, or breathe until you the end of your next long rest. For the same time, you can add your proficiency bonus to death saving throws you make.
Bloodwolf Form. Starting at 3rd level, as a bonus action, you can take the form of a shadowy wolf. Your statistics remain the same, but cannot attack in this form. In addition, your darkvision extends to 90 feet, you ignore difficult terrain, and gain advantage on Athletics, Perception, and Stealth checks.
Crimson Wings. Starting at 5th level, once per short rest, as a bonus action, you can take the form of a Tiny flying creature. You gain a flying speed equal to your movement speed and cannot attack in this form, but your statistics otherwise remain the same. In addition, your Armour Class increases by 2. At the end of your next turn, you return to your normal form, and if you were flying when this happens, you take no damage from the ensuing fall.
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Do you have difficulty fitting everything you want into your signature? Then check out the Extended Signature thread!
The Monster Manual has rules for what happens when a PC becomes a vampire in p 295, but it involves a significant power boost, having their alignment changed to lawful evil and possibly being taken over by the DM. It's not meant to be a playable race.
I'd recommend using or creating a race that's vampire-like rather than a true vampire, like the ones KrisseyCakes and userZynx_name mentioned. If those don't fit your needs, the Dungeon Master's Guide has guidelines for creating new races or subraces in page 285. There's also guidelines for doing your own conversions to 5th edition here.
My friend told me he wanted to start as a vampire as a race but I can't seem to find any source of a vampire race or any background on them in DnD. Can someone lend a hand?
Vryloka from 4e. Do a race conversion, I don't have one, but it shouldn't be terribly difficult.
http://dnd4.wikia.com/wiki/Vryloka
Sorry for the nooby question but is race conversion just changing it from 4e compatibility to 5e?
There's also the Vampire race from Plane Shift: Zendikar if you want that.
If you prefer, here's my adaption of the Vryloka, and I'm aware of another floating somewhere on the DDB forums.
Vryloka
Uncounted centuries ago, in a land of mists and dark forests, the noble families of a now-forgotten kingdom sought a way to increase their life span beyond the meager years allotted to them by their human heritage. One evening, their elders were approached by a mysterious entity known only as the Red Witch - a scarlet-clad figure who held the key to their dreams. She offered to them a powerful blood-bonding ritual that would grant them the vitality of vampires without subjecting them to the taint of undeath. These human nobles became the first living vampires - blessed with great power gained at the price of their own vitality. In later centuries, these creatures became known by the name of the noble family that first forged the pact, the Vrylokas.
Ability Score Increase. Your Charisma score increases by 2, and your Strength or Dexterity score increases by 1.
Age. Vryloka mature around the same time as humans, but can live to be 300 years old or more.
Alignment. Vryloka are as free in their alignment as humans, but whatever they feel, they feel completely.
Size. Vryloka are built like the humans they once were. Your size is Medium.
Speed. Your base walking speed is 35 feet.
Darkvision. Thanks to your pseudo-undead nature, you have superior vision in dark and dim conditions. You can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of grey.
Blood Dependancy. When your current hit points are less than half of your maximum hit points, you subtract your proficiency bonus from the amount of hit points you recieve from healing magic.
Lifeblood. Once per short rest, when you kill an enemy, or reduce one to half its hit points, you can do one of the following:
- Move up to your speed (in addition to your normal movement).
- Gain temporary hit points equal to twice your proficiency bonus.
- Gain advantage on your next attack roll.
When you reach 9th level, you can also choose from the following, each of which last until the end of your next short or long rest:
- Your speed increases by 10 feet.
- Your darkvision extends by 30 feet.
- Any creature you hit with a melee attack takes 1d10 damage at the start of each of its turns, until it succeeds on a Constitution saving throw (DC = 8 + your Charisma modifier + your proficiency bonus).
- If a creature is taking ongoing damage, you gain advantage on attack rolls against them.
- If you start your turn next to an enemy that is taking ongoing damage, you gain temporary hit points equal to 1d10 + your proficiency bonus.
Living Dead. Because your soul is tainted by undeath, you are both a humanoid and an undead. If a power has different effects on humanoids and undead creatures, you choose which effect applies to you.
Necrotic Resistance. You have resistance to necrotic damage.
Unnatural Vitality. When you kill a creature, you do not need to eat, drink, or breathe until you the end of your next long rest. For the same time, you can add your proficiency bonus to death saving throws you make.
Bloodwolf Form. Starting at 3rd level, as a bonus action, you can take the form of a shadowy wolf. Your statistics remain the same, but cannot attack in this form. In addition, your darkvision extends to 90 feet, you ignore difficult terrain, and gain advantage on Athletics, Perception, and Stealth checks.
Crimson Wings. Starting at 5th level, once per short rest, as a bonus action, you can take the form of a Tiny flying creature. You gain a flying speed equal to your movement speed and cannot attack in this form, but your statistics otherwise remain the same. In addition, your Armour Class increases by 2. At the end of your next turn, you return to your normal form, and if you were flying when this happens, you take no damage from the ensuing fall.
Do you have difficulty fitting everything you want into your signature? Then check out the Extended Signature thread!
Here's my Extended Signature!
The Monster Manual has rules for what happens when a PC becomes a vampire in p 295, but it involves a significant power boost, having their alignment changed to lawful evil and possibly being taken over by the DM. It's not meant to be a playable race.
I'd recommend using or creating a race that's vampire-like rather than a true vampire, like the ones KrisseyCakes and userZynx_name mentioned. If those don't fit your needs, the Dungeon Master's Guide has guidelines for creating new races or subraces in page 285. There's also guidelines for doing your own conversions to 5th edition here.
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Thanks for the heads up :)
im new to experimenting with custom races but does this not seem a little op compared to other races?