Homebrew First Lord Vampire (V2) Species Details

The Undead

Vampires are pale, humanoid beings who are neither dead nor alive. They are Undead, feeding from the life force of living things. They have dark, even reddish eyes and long, sharp fangs that can be retracted at will. They are known for their strength, speed, and charm, which can be a very deadly combination. Apart from their gained undead appearance, they look very similar to whatever they looked like in life.

       1st

2d6

             Vampiric Bite and Vampiric Mist. At level 1 this race gives the normal effects of the Vampiric Bite spell plus the damage modifier which adjusts per level of 2d6 etc...

       3rd

2d6

 

       5th

3d6

             Healing Blood

       7th

3d6

             Blood Manipulation

       9th

4d6

             Creatures of the Night

      12th

4d6

             Legendary Resistance

      15th

5d6

             Multi Attack

      19th

6d6

             Flight

 

Abandoned road

Vampires tend to keep to themselves and stay away from others. They choose grand but defensible locations for their lairs, such as castles, mansions, or ruins. They then hide their coffins, which they use to pass their sleeping hours under the ground. Their resting places are usually well guarded by traps or other loyal creatures of the night.

 

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 Charisma, Dexterity and Strength scores all increase by 2.

Age

Vampires are Immortal, and do not age a day from when they were turned.

Alignment

Becoming a Vampire is either by choice, or accident. A pious man seeking immortality, or an Elf desiring power to rule are some scenarios that can turn one into a Vampire. Or even a Half-Orc being in the wrong place at the wrong time could turn into a night of new found immortality. No matter how one came to be a Vampire, after some time of dwelling in darkness, evil might be the easiest thing to cling to. However, with strong enough will, one could maintain their values and remain the alignment they had in life.

Size

There is no change in your size once becoming a Vampire.

Speed

Your base walking speed is 45

Superior Darkvision

You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can discern color in darkness.

Undead

You are an Undead creature. Necrotic damage does not affect you. You also need 1 ration of blood every 5 days or your body begins to cease functioning. On the 5th day without blood, the Vampire is unable to heal and takes 1d20 of damage every hour and rolls disadvantage on everything. If the Vampire drops to 0 hit points from this, they are paralyzed until force fed blood. Then they regain 1d20 hit points taken from loss of blood and no longer roll disadvantage.

Compulsion

The Vampire can control the mind of another simply through eye contact. The target must succeed on a DC 13 Wisdom saving throw or be compelled by the Vampire. Compelled beings usually follow the instructions given to them to the best of their ability, and are willing subjects to the Vampire's bite attack. Some species of naturally occurring herbs can prevent compulsion.

Languages

You know the languages known in life.

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.

Forbiddance

Luckily for every living creature, a Vampire can not enter a residence without an invitation from the owner.

Stake to the Heart

If a piercing weapon made of wood is driven into the Vampires heart, the Vampire begins to desiccate and is paralyzed until the stake is removed. However, if this happens when a Vampire is at 0 hit points, they spontaneously combust and are destroyed. The soul of the Vampire leaves the burning corpse and seeks its final resting place. It may be captured and used as a component to a spell.

 

First Lord Vampire (V2) Traits

Vampirism is a curse, but some of the acquired traits may make you wonder if it's really that terrible.

Ability Score Increase

Your Charisma, Dexterity and Strength scores all increase by 2.

Age

Vampires are immortal and do not age a day from the moment they are transformed.

Alignment

Becoming a Vampire is either by choice, or accident. A pious man seeking immortality, or an Elf desiring power to rule are some scenarios that can turn one into a Vampire. Or even a Half-Orc being in the wrong place at the wrong time could turn into a night of new found immortality. No matter how one came to be a Vampire, after some time of dwelling in darkness, evil might be the easiest thing to cling to. However, with strong enough will, one could maintain their values and remain the alignment they had in life.

Size

There is no change in your size once becoming a Vampire.

Speed

Your base walking speed is 45

Superior Darkvision

You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can discern color in darkness.

Undead

Vous êtes une créature mort-vivante. Les dégâts nécrotiques ne vous affectent pas. Vous avez également besoin d'une ration de sang tous les 5 jours ou votre corps commence à cesser de fonctionner. Le 5e jour sans sang, le vampire est incapable de se soigner et subit 1d20 de dégâts toutes les heures et lance un désavantage sur tout. Si le vampire tombe à 0 points de vie, il est paralysé jusqu'à ce qu'il soit gavé de sang. Ensuite, ils regagnent 1d20 points de vie pris à cause de la perte de sang et ne lancent plus de désavantage.

Compulsion

The Vampire can control the mind of another simply through eye contact. The target must succeed on a DC 17 Wisdom saving throw or be compelled by the Vampire. Compelled beings usually follow the instructions given to them to the best of their ability, and are willing subjects to the Vampire's bite attack. Some species of naturally occurring herbs can prevent compulsion.

Languages

You know the languages known in life.

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 abil

Forbiddance

Luckily for every living creature, a Vampire can not enter a residence without an invitation from the owner.

Stake to the Heart

If a piercing weapon made of wood is driven into the Vampires heart, the Vampire begins to desiccate and is paralyzed until the stake is removed. However, if this happens when a Vampire is at 0 hit points, they spontaneously combust and are destroyed. The soul of the Vampire leaves the burning corpse and seeks its final resting place. It may be captured and used as a component to a spell.

Vampiric Bite

A bite that poisons and gives a disease (Sanguinare-Vampiris) that can turn you into a vampire.

Vampiric Corruption

Transform yourself into a cloud of mist to become intangible. In this form you can no longer interact with anything but you gain the ability to fly, your movement speed and 65 feet.

Previous Versions

Name Date Modified Views Adds Version Actions
6/15/2022 7:08:17 PM
6
1
1
Coming Soon
6/15/2022 7:36:24 PM
3
1
2
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes