Homebrew True Vampire Species Details

Whether you drank the blood of a true vampire as a lesser vampire or made a pact with a dark power, you have become a true vampire, gaining the following traits in addition to your lesser vampire traits.

 

True Vampire Traits

You gain the following traits at next dawn after being bitten by a true vampire. Any existing race traits go away.

Regeneration

You regain 10 hit points at the start of your turn if you have at least 1 hit point and aren’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.

Ability Score Increase

Your Strength, Dexterity and Constitution scores each increase by 2, and your Charisma score increases by 1.

Age

Vampires are immortal and can be any age. Vampires retain the physical appearance of the age at which they were turned at during their mortal life. They also retain the psychological development associated with that age, therefore vampires who did not reach adulthood in their mortal life may still have the impulses of an adolescent in their vampiric life.

Alignment

Young vampires may keep the lawful, neutral or chaotic alignment they had in life, however, older vampires almost always lean towards lawfulness, usually following a code of their own design that they've developed over the centuries to ensure their survival. The vast majority of vampires are lawful evil. 

Size

Vampires are the size of their original body, though they are normally lighter then they appear. Your size is Medium.

Speed

Because of your abnormally dexterous body, your base walking speed is 40 feet.

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't discern color in darkness, only shades of gray.

Languages

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

Undead Body

Your creature type is considered to be both humanoid and undead. Dark magic sustains you, making you resistant to necrotic damage. Healing magic and potions do not have a healing effect on you. Instead, potions deal poison damage equal to the amount that was meant to heal. Healing magic deals radiant damage equal to the heal amount. To heal you must either drink blood, spend hit dice, or finish a long rest.

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 than seven 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. After consuming one ration of blood, you recover all levels of exhaustion. If you reach six levels of exhaustion due to this trait, you are destroyed.

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.

Bite

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 1d6 necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Drinking blood this way is equal to consuming a ration as per your Blood Drinker trait. When you use your Bite, you can choose to not deal damage.

The damage for your Bite increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Claws

As a vampire you have a set of claws, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength or Dexterity modifier.

Spider Climb

You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check

Reflection

A vampire’s reflection in silver (including a silver-backed glass mirror) appears as the vampire would have looked without the vampiric condition—neither its true appearance nor its glamor, but a normal human, flaws and all. For that reason, vampires go to great lengths to avoid mirrors, and the presence of silver in any form is unsettling to them.

Blood Connoisseur

As per your Blood Drinker trait, if you reach six levels of exhaustion due to this trait, instead of suffering death, no longer gain any more levels of exhaustion and become indefinitely paralyzed. The only way to remove this paralyze is to be exposed to a rations worth of blood.

Misty Escape

When you drop to 0 hit points outside of your coffinic structure, you transform into a cloud of mist instead of falling unconscious, provided you are not in an area of sunlight or running water. If you can't transform, you are destroyed.

While in mist form, you can't take any actions, speak, or manipulate objects. You are weightless, have a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. you have advantage on Strength, Dexterity, and Constitution saving throws, and are immune to all nonmagical damage, except damage you take from sunlight. Like normal, you die if you take damage that equals or exceeds your hit point maximum.

While you have 0 hit points in mist form, you can't revert to your vampire form. If you do not reach your coffinic structure within 2 hours, you are destroyed. Once in you coffinic structure, you revert to your vampire form. You are then paralyzed until you regain at least 1 hit point. After spending 1 hour in your coffinic structure with 0 hit points, you regain 1 hit point.

Vampire Weaknesses

 

Although vampires can be incredibly strong, their curse still comes with several notable drawbacks. Regardless of if you are a vampire spawn or a true vampire, you are affected by the following weakness unless specified otherwise:

  • Forbiddance: You can't enter a residence without an invitation from one of the occupants.
  • Running Water: Your flesh is torn apart in the presence of 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 in your coffinic structure, you become paralyzed until the stake is removed if you are a true vampire. However, if you are a lesser vampire, you are instead destroyed.
  • Sunlight Hypersensitivity: You sear and burn in the light of the sun, your flesh immolating. If you end your turn in direct sunlight, you take 20 radiant damage. You also have disadvantage on any attack rolls and ability checks when in direct sunlight.

Comments

Posts Quoted:
Reply
Clear All Quotes