I've loved D&D for years now, and after a lot of thought, have finally decided to try out being a DM for the first time! I'm working on an original campaign, and one of my players really wanted to have his character be a vampire. I love vampires, so I'm all for it! While we were setting his character up though, I noticed that a lot of normal healing spells and even the potions specify that they do not work on the undead.
Not being able to heal one of your party members sounds like...a really bad time. So! I decided to try my hand at making a racial feat to help my vampiric pal be able to have some healing available if he needs it.
The full details are available on the details page above, but here's a basic rundown of what this racial feat does.
- The character gains proficiency with using alchemists supplies, and can use them to create a couple of new items: - If the vampire has any kind of regular healing potion on hand, there are two methods they can use to attempt to turn it into a "blood potion" instead. Blood potions usually do the same amount of healing as they originally would have given to the living, but now become useable only by entities classed as Undead. If a non-undead creature attempts to drink the blood potion, they instead take poison damage equal to what the healing would have been. Really happy with how the details for the methods of alteration went! Did a bunch of test rolls, and the probability for each section seemed to be just about right 😄 - Alchemists supplies can be used in combination with 1 hour of work and some materials to produce a new item called Daywalker's Ichor. It's a black and red oil-like substance that can be applied to vampires to help them withstand the sun for limited amounts of time. Usually used for things like horns, wings, tails, or other body parts that might be hard to fully protect from the sun through clothing/hoods/etc alone. - Alchemists supplies can be used in combination with 3 hours of work and some materials to produce a few basic blood potions, which give the same healing stats as a regular base potion of healing would. - A fun little bonus mostly for flavour, but those with the Undying Alchemy feat also get advantage on rolls to try and identify potions of unknown contents, due to their alchemical knowledge.
My player really seemed to enjoy the concept for this when I showed it to him, so I thought I would give a try at sharing it here as well since I've seen so many other really cool homebrew creations :) I'm willing to take feedback about balance with the numbers and such since this is only my first try at this, but for a version 1, I'm really pleased with my little project ⭐ Thank you to those who take the time to check it out!
I've loved D&D for years now, and after a lot of thought, have finally decided to try out being a DM for the first time! I'm working on an original campaign, and one of my players really wanted to have his character be a vampire. I love vampires, so I'm all for it! While we were setting his character up though, I noticed that a lot of normal healing spells and even the potions specify that they do not work on the undead.
Not being able to heal one of your party members sounds like...a really bad time. So! I decided to try my hand at making a racial feat to help my vampiric pal be able to have some healing available if he needs it.
Undying Alchemy details
The full details are available on the details page above, but here's a basic rundown of what this racial feat does.
- The character gains proficiency with using alchemists supplies, and can use them to create a couple of new items:
- If the vampire has any kind of regular healing potion on hand, there are two methods they can use to attempt to turn it into a "blood potion" instead. Blood potions usually do the same amount of healing as they originally would have given to the living, but now become useable only by entities classed as Undead. If a non-undead creature attempts to drink the blood potion, they instead take poison damage equal to what the healing would have been. Really happy with how the details for the methods of alteration went! Did a bunch of test rolls, and the probability for each section seemed to be just about right 😄
- Alchemists supplies can be used in combination with 1 hour of work and some materials to produce a new item called Daywalker's Ichor. It's a black and red oil-like substance that can be applied to vampires to help them withstand the sun for limited amounts of time. Usually used for things like horns, wings, tails, or other body parts that might be hard to fully protect from the sun through clothing/hoods/etc alone.
- Alchemists supplies can be used in combination with 3 hours of work and some materials to produce a few basic blood potions, which give the same healing stats as a regular base potion of healing would.
- A fun little bonus mostly for flavour, but those with the Undying Alchemy feat also get advantage on rolls to try and identify potions of unknown contents, due to their alchemical knowledge.
My player really seemed to enjoy the concept for this when I showed it to him, so I thought I would give a try at sharing it here as well since I've seen so many other really cool homebrew creations :) I'm willing to take feedback about balance with the numbers and such since this is only my first try at this, but for a version 1, I'm really pleased with my little project ⭐ Thank you to those who take the time to check it out!
Curious what is the vampire race that you are using?
Sea Vampires !
My player wanted his character to be a pirate in his background, so I messed around with trying to make something for him in that regard as well