Homebrew Werewolf and Vampire Hybrid Species Details

 

 Werewolf Vampire Hybrid (5e Race)

 

Werewolf Vampire Hybrids are the combination of both the Lycanthrope curse and vampirism curse. Not found in nature, it is only possible through a special potion, in which the ingredients are rare, so Werewolf Vampire Hybrids are extremely rare and dangerous.

 

 

Werewolf and Vampire Hybrid Traits

Werewolf Vampire Hybrids are very dangerous, being able to combine the powers of both Vampires and Werewolves.

Werewolf Form

Werewolf Form

The following are effects that you gain when transformed.

You can not speak, though you can understand and communicate with other wolves and werewolves. You have advantage on Charisma (Persuasion) checks towards other wolves.

Your Strength score increases by 2, your Strength can not exceed 20 in this way. Your size increases by 2 ft. and your weight increases by 150 lbs. but you are still considered medium.

Your Armor Class equals 12 + your Dexterity modifier.

You are resistant to bludgeoning, piercing, and slashing damage from nonmagical, nonsilvered weapons.

Your speed increases by 10 ft., your speed cannot exceed 40 ft. in this way.

You gain advantage on Wisdom (Perception) checks that rely on hearing or smell.

You gain a +3 bonus to all intimidate and survival checks.

You gain a +2 bonus to passive perception and perception checks.

You gain a Bite attack: Melee Weapon Attack, one target, 1d8 + your Strength modifier piercing damage + necrotic damage equal to your Constitution modifier. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The necrotic damage for your Bite increases by 1d6 when you reach 5th level (1d6), 10th level (2d6), and 15th level (3d6). If the target is a humanoid, it must succeed on a DC 12 + your Constitution Modifier, Constitution Saving Throw or be cursed with werewolf lycanthropy and vampirism. In addition, you gain a Claw attack. Melee Weapon Attack, one target, 2d6 + your Strength modifier slashing damage. 

You gain a Pounce attack. If you move 15 feet in a straight line, you can make a bite attack against a target. On a hit, the target must make a Strength Saving Throw, DC equal to 10 + your Strength modifier + your proficiency bonus, or be knocked prone. The target must make another Strength Saving Throw, DC 10 + your Strength modifier + your proficiency bonus or be grappled by you. If you manage to knock prone your target, you can make a claw attack against it as a bonus action.

 

Regeneration

Regeneration

At 5th level, you gain the ability to regain 5 hit points at the start of your turn if you have at least 1 hit point and isn't in sunlight or running water. If you take radiant damage or damage from holy water, this trait doesn't function at the start of your next turn. At 10th level, you regain 10 hit points in this way instead and at 15th level, you regain 15 hit points in this way and at 20th level, you regain 20 hit points in this way.

 

Blood Drinker

Blood Drinker

Even though you are undead, you still require sustenance in the form of blood to sustain your unholy existence. You are immune to diseases. 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. If you go for longer then seven days without drinking at least one ration of blood, at the midnight of the seventh day and every midnight on days thereafter, you suffer one level of exhaustion, which can only be removed by drinking a ration of blood. After consuming one ration of blood, you recover all levels of exhaustion caused by this trait. If you reach six levels of exhaustion due to this trait, you are indefinitely paralyzed. The only way to remove this paralyze is to be exposed to a rations worth of blood.

A ration of blood is a vial, roughly 4 ounces and while that is just enough to sustain you each week, you still feel the urge to drink and may still appear twitchy or ravenous in the heat of battle or when treating a wounded ally. A pint, such as that contained within a flask is considered a healthy amount, enough to keep you sustained while also suppressing your less civilized behavior. Each ration of blood heals you for 1d4 + 1 hit points while a pint will heal you for 2d4 + 2 hit points.

 

Vampire Fangs

Vampire Fangs

All vampires have sharpened teeth capable of tearing flesh from bone and draining blood from the body. If a willing, paralyzed, charmed, incapacitated, restrained, or grappled, creature within 5 feet of you has blood, you may use your bonus action to Bite them dealing 1d6 piercing damage and draining their blood dealing additional necrotic damage equal to your Constitution modifier. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. Drinking blood this way is equal to consuming a ration as per your Blood Drinker trait but you do not regain additional hit points in this way. When you use your Bite, you can choose to not deal damage. The necrotic damage for your Bite increases by 1d6 when you reach 5th level (1d6), 10th level (2d6), and 15th level (3d6).

 

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5/7/2022 10:47:32 PM
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