Homebrew Vampire Origin Species Details
Vampires are a dangerous type of undead. Whilst humans are the most common victims of vampirism, it can infect other species as well, including hounds and even dragons. Throughout the multiverse, vampires can be created through other vampires transforming their victims, or through enchantment.
The most defining characteristic of vampires is their hunger for the blood or life force of others. Other traits of vampires can include unnatural physical strength, enhanced healing powers and the ability to fly, with the method of flight being through either natural or magical means. Many vampires are highly sensitive to sunlight and therefore only go out at night or in the shade, but this is not always the case. Regardless, the secretive and predatory nature of the creatures means that they all prefer the cover of darkness. Vampires can range from being mindless predators to sophisticated and intelligent nobles. The appearance of vampires is similarly varied, although they all have at least two elongated fangs and the more feral ones have bat-like qualities.
You are a Vampire born from a bloodline that was created through alchemy (a blood ritual). This is similar to the Vampires from the plain of Innistrad that where created by Edgar Markov. The sire of your bloodline was a planeswalker that visited many plains of existence, studying and trying to improve on this original formula.
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.
Like the vampires of Innistrad you have black sclera and gold, silver, or red irises in the middle.
Vampire Origin Traits
Creatures of the night, vampires are ageless undead beings who subsist on the blood of the living. They are fierce predators and powerful hunters With the following abilities.Ability Score Increase
Instead of using the Ability Score Increase of your initial chosen race your Charisma score increases by 2, and either your Strength or Dexterity score (your choice) increases by 1.
Denzen of the Night
Starting when you choose this origin at 1st level you gain darkvision to a range of 60 feet, as described in chapter 8 of the player's handbook. If you already have darkvision, its range increases by 30 feet.
Shadow Stealth
While in dim light or darkness the vampire can take the hide action as a bonus action.
Undeath
Vampires are undead. They do not need sleep, air, or food, and the only drink that sustains them is humanoid blood. They are affected as such by spells, items and abilities that function differently when used on the undead. For example, Cure Wounds has no effect on them, and they're subject to the secondary effect of Chill Touch.
Vampires gain resistance to Necrotic damage from any source, as well as to Bludgeoning, Piercing and Slashing damage dealt by non-magical weapons.
However, they are vulnerable to Radiant damage from any attack, as well as to Bludgeoning, Piercing and Slashing damage dealt by silver weapons and weapons cut from living wood as this is the so-called Dryad's Legacy (dead wood is inert, no more effective than stone or steel).
Bloodthirst
If any one thing is true about Vampires, it's that it's all about the blood. You need it. You want it. You may not like that you have to drink it, but damn if it isn't exactly what you need to take the edge off.
Vampires gain a bite attack that deals 1d4 + (Dex) piercing damage plus 1d6 necrotic damage, has the Finesse property, and counts as a magical weapon. The amount of necrotic damage increases with 1d6 for every level above the first. The target's maximum hit points are reduced by an amount equal to the necrotic damage dealt until the target completes a long rest. If the target is a willing, incapacitated, or restrained humanoid, the Vampire has an opportunity to drink some blood from the target, and recovers the same amount of hit points (up to her maximum) that was dealt by the necrotic damage from the bite.
Every night that the Vampire goes without drinking blood, the starvation causes her to gain 1 level of Exhaustion that cannot be removed by any means except for drinking blood. A pint of specially-prepared, bottled humanoid blood counts as a Potion of Healing when imbibed by a Vampire, and removes 1 level of Exhaustion caused by Bloodthirst. Each successful use of the Vampire's bite attack against a willing, incapacitated or restrained humanoid removes 1 level of Exhaustion caused by Bloodthirst.
Bottles of stored blood can be created with a DC15 Intelligence (Alchemy tools) check. Each check requires a pint of fresh humanoid blood (either drawn from a living victim or from a corpse slain no longer than an hour ago), and a dose of anticoagulant worth 25 gp. Each check takes 10 minutes of work drawing the blood, measuring and mixing the anticoagulant. If the check succeeds, a single bottle of blood is created, and will last indefinitely without drying or spoiling. If the check fails, no item is created and the materials are wasted.
Feast of Blood
When you drain blood with your Bloodthirst ability, you experience a surge of vitality. Your speed increases by 10 feet, and you gain advantage on Strength and Dexterity checks and saving throws for 1 minute.
Ability Mastery
With the mastery of your powers you will become like the vampires of myths and legends. These abilities can only be used at night or in dark places(with exception to Spider Climb and Flight ). As your level increases you will receive ability slots with which you can use your vampiric power. To use an ability, you must expend an ability slot. You regain all expended ability slots when you finish a long rest.
|
Level |
Ability Slots |
Abilities |
|
1 |
0 |
|
|
2 |
0 |
|
|
3 |
1 |
Spider Climb, Blood Manipulation |
|
4 |
1 |
|
|
5 |
1 |
Healing Blood, Domination |
|
6 |
1 |
|
|
7 |
2 |
Creatures of the Night |
|
8 |
2 |
|
|
9 |
2 |
Flight |
|
10 |
2 |
|
|
11 |
3 |
Multi-Attack |
|
12 |
3 |
|
|
13 |
3 |
Kiss of Undeath |
|
14 |
3 |
|
|
15 |
4 |
Legendary Rebuff |
|
16 |
4 |
|
|
17 |
4 |
Sire your Bloodline |
|
18 |
4 |
|
|
19 |
4 |
Power Mastery |
|
20 |
4 |
|
Undead Trance
Instead of sleeping vampires go into a meditation for a 4 hour duration when taking a long rest, if they wish to regain spell or ability slots and regain health points.You remaining semiconscious.
Spider Climb
Until the ability ends, you gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You also have a climbing speed equal to your walking speed.
Blood Manipulation
Your knowledge of organic processes and experience with your victims life blood grants you the dark magic ability to siphon out your targets blood (if they have an open wound) and mold it into any solid construct no larger than a 5- foot cube.The target must succeed on a DC 17 Wisdom saving throw or this action deals 1d12 necrotic damage and the blood is siphoned successfully. The construct becomes liquid if the target dies.
This does not affect constructs, undead or any creature that does not have blood.
You can also feed on this blood restoring your hit points by half the necrotic damage done rounded down if the creature was a humanoid.
Add 1d12 to this effect for each level above level 3.
Healing Blood
Your immortal nature is embedded in your blood, making your vampiric blood able to heal any living creature by 3d6 that decreases your health by that amount but does not decrease it below 1.
The creature heals an extra 1d6 hit points for each level above level 5
Domination
The vampire can control the mind of another humanoid simply through eye contact. The target must succeed on a DC 17 Wisdom saving throw or be compelled by the vampire. If the vampire has previously consumed the targets blood it has disadvantage on the saving throw. Compelled beings usually follow the instructions given to them to the best of their ability and are willing subjects to your bite. Some species of naturally occurring herbs can prevent Domination and will give the target advantage on its saving throw.
Creatures of the Night
The vampire can magically call 2d4 swarms of bats or rats (swarm of bats, swarm of rats), provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves (wolf) instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.
Flight
You gain flying speed of 60 feet for the duration. When the spell ends, then you fall if you are still aloft, unless you can stop the fall.
Multi-attack
Your speed and deadly power give you the ability to make two attacks, only one of which can be a bite attack. You can't use Multi-attack when making an opportunity attack, which must be a single melee attack.
Kiss of Death
When you kill a humanoid creature with your bite attack you can use Kiss of Death to raise it as a ghoul permanently under your control .
Legendary Rebuff
Because you are the king of the night, if you fail a saving throw you can choose to succeed it instead. You can use this only once each day.
Sire your Bloodline
You gain the ability to sire vampires.When a vampire wishes to turn a humanoid into a vampire, to sire the victim, the vampire must introduce his or her own blood into the victim. The simplest way to accomplish this is for the vampire to cut his or her own cheek or tongue before or during the bite(The bite must kill the humanoid). This act will "anoint" the victim, endowing him or her with the same "condition of the blood" that all vampires have. But this is only the first step. The victim, once anointed, will begin to feel the bloodthirst, and food will become unsatisfying within one to three days. But this first bloodthirst is special; only the blood of the sire can quench it. A newly anointed victim must make a DC 17 Intelligence check, if failed the victim who doesn't drink the sire's blood before the next new moon will die. But if he or she does, the siring will be complete and the anointed will become a full-fledged vampire.
Power Mastery
You have mastered the powers of a vampire and can now use your action to release all of your power. once in combat you take on the form and stats of the vampire in the monster manual.
Vampire Weaknesses
Harmed by Running Water - Every time the Vampire ends her turn in running water, she takes Acid damage equal to her character level.
Weapons and Damage - Vampires are vulnerable to Radiant damage from any attack, as well as to Bludgeoning, Piercing and Slashing damage dealt by silver weapons and weapons cut from living wood as this is the so-called Dryad's Legacy (dead wood is inert, no more effective than stone or steel).
Stake to the Heart - If a piercing weapon made of living wood is driven into the Vampire's heart, the vampire is paralyzed until the stake is removed. Driving a stake through a Vampire's heart takes an action, and requires that the Vampire be willing, incapacitated or restrained. If a Vampire suffers a critical hit from a living wooden weapon, that weapon has a 20% chance of piercing the Vampire's heart. This chance is reduced to 10% if the Vampire is wearing medium armor or benefiting from a mage armor spell, or a Monk's Wisdom-based or Barbarian's Constitution-based AC bonus. A Vampire wearing heavy armor cannot be staked by a critical hit with a wooden weapon.
Sunlight Sensitivity - While in sunlight, the vampire has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight
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