Homebrew Fledgling Vampire Species Details

Most of a vampire's victims become vampire spawn - ravenous creatures with a vampire's hunger for blood, but under the control of the vampire that created them. A fledgling appears to maintain much of their own sanity, particularly if they were a strongly willed person in life, and have been unable to test the theory of whether their vampire sire maintains control of them due to separation or abandonment. If they wish to become more powerful, they must reunite and drink of their creators body. If they wish to be sure of their own agency, or perhaps even seek revenge, they may kill their sire to achieve this desired effect and forsake the ability to grow their dark power. Regardless, depending on the view of the fledgling; they have been blessed or cursed with new untapped abilities, and a strong thirst which tempts them to forgo their previous morals.

Appearance

Vampires can come from any background, and their appearances vary as widely as there are different races of humanoids. There aren't any differences in statistics between a Human Vampire and a Halfling Vampire (with the exception of size category), or between a Dwarven Vampire and a Half-Orc Vampire, but players are encouraged to choose from any of the races in the Player's Handbook and beyond when recording their Vampire characters' appearance.

The Undead

The distinctive difference to their appearance are that due to their undead constitution, vampires are paler than they appeared in life. have sharp fangs that can be retracted at will, and forgo the needs of most living creatures (sleep, warmth, food and drink; besides blood). They are known for their strength, speed, and charm, which can be a very deadly combination.

Fledgling Vampire Traits

Vampirism is a curse, however some of the traits that are gained may make one rethink if its really that terrible.

Ability Score Increase

Your Strength, Dexterity, and Charisma score each increase by 1.

Age

Vampires are immortal and stop aging from the moment of their undeath.

Speed

Your base walking speed is 35 feet.

Alignment

While most vampires find themselves slowly drifting toward Evil alignments out of necessity, a vampire who feeds in an ethical manner (such as only feeding from willing donors or in self-defense, or attempting to supplement from beasts and non sentient creatures) can remain Neutral, and some even manage to stay Good-aligned. As a result, Vampire player characters may be of any alignment.

Languages

You can speak, read, and write Common, as well as one other language of your choice, that you knew in life.

Darkvision

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Undead

You are an Undead creature and gain resistance to necrotic and cold damage, and vulnerability to radiant and fire damage. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish, though this food is always bland and stale to you. Spells and abilities that have additional or no effect/s on undead also apply to you.

Blood Thirsty

Even though you are undead, you still require sustenance in the form of blood to sustain your unholy existence. If you go for longer then five days without drinking at least one ration of blood, you suffer one level of exhaustion on the midnight of that day, which can only be removed by drinking a ration of blood. You must also make a DC 10 Wisdom saving throw to avoid attempting to consume the nearest humanoid, the DC for this increase by +2 with each level of exhaustion. If failed, you will attempt to attack and drink the target until satiated of all exhaustion levels and regular feeding. Advantage or disadvantage on the throw can be granted at DM discretion based on relationship to the victim, the intensity of current circumstances, or other factors which would alter character judgement and instinct. You must consume a ration of blood, plus additional rations equal to gained levels of exhaustion, to satiate your hunger and recover from the effects of exhaustion.  If you reach six levels of exhaustion due to this trait, you are destroyed.

A ration of blood is equal to one pint. An average human body contains 10 pints, one of which may be consumed safely if a person is willing to supply. Creatures of varying sizes in relation to an average human, would contain different volumes of blood and different levels of risk for reducing this total. Beast blood can be used to supplement a vampire diet, but is only half as effective. Each ration of blood heals you for 2d4+2 hit points.

Draining Bite

All vampires have sharpened teeth capable of tearing flesh from bone and draining blood from the body. As a bonus action, you may attack a creature with your bite. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier as well as 1d6 necrotic damage from draining their blood. If a creature within 5 feet of you is paralyzed, charmed, incapacitated, restrained, or grappled, or have advantage on the bite attack roll. Drinking blood this way is equal to consuming a ration as per your Blood Thirsty trait. If a creature is a willing donor, reduce the piercing damage by their constitution modifier to a minimum of 1.

Luckily, as you are still a fledgling vampire, your bite does not yet have the ability to turn others.

Sunlight Hypersensitivity

Because of the corpse a vampire resides in, sunlight burns any skin it comes into contact with. A Vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Behind The Myth

Although vampires can be incredibly strong, their curse still comes with several notable drawbacks. You are affected by the following weakness unless specified otherwise:

  • Forbiddance: You can't enter a private residence without an invitation from one of the occupants.
  • How Do I Look?: You do not cast a reflection in any surface.
  • Running Water: Your flesh is torn apart when submerged in turbulent water, you take 20 acid damage when you end your turn in running water. This damage may not be reduced in any way.
  • Stake to the Heart: If a piercing weapon made of wood is driven into your heart while incapacitated, you are instantly destroyed.
  • Overspiced: Garlic is now a severe allergen to you. When consumed, rolls a DC 13 Constitution saving throw. If failed, you receive 10 poison damage and are affected with the poisoned condition for one hour. On a save, the damage is halved and you do not take a status effect.
  • Holy Hindrance: The symbols, places, and items of good aligned and anti-undead gods repel you. Once brandished, you may not draw closer to the dwelling or thing emanating divine energy and must roll a DC 13 Wisdom saving throw or be affected by the frightened condition for 1 minute. If you come into contact with, or are forcibly moved to, an item or place of religious significance, you take 12 radiant damage at the start of each round until you are able to part from the offending religious entity. The exception to this is if you are in active service of a good aligned or anti-undead god, for which you will be immune to this effect from their iconography alone. You are still vulnerable to the actions of their followers (eg. A cleric of your god casting guiding bolt on you, etc).

Stunted Healing

As your body no longer operates regularly, healing can be tricky for vampires. Consider the following effects while healing:

  • You can heal by drinking blood as per your Blood Thirsty trait stipulates
  • You cannot use hit dice to regain hit points on a short rest if you have any levels of exhaustion from not feasting on blood
  • Healing potions are half as effective (roll all dice, then heal for half of the roll)
  • Healing spells from non-divine/non religious casters and sources heal you normally.
  • If healing comes specifically as part of a prayer or holy power, it instead deals the rolled healing as radiant damage unless you have immunity based on the clause under Holy Hindrance

Previous Versions

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