Homebrew Vampire (Half-Blood) Species Details
Turned Vampires, of course, will display lesser features resembling that of the Vampire, but more as that of the fresh corpse of their other half.
Vampire (Half-Blood) Traits
Not as strong as their creators, half-vampires are still dangerous.Darkvision
Vampires 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.
Ability Score Increase
Your Charisma score increases by +1 by default, but your supernatural origin, inhuman body, and exceptionally long lifespan allows you to increase one other ability score by +1.
Alignment
Given their nature, it is quite difficult to be any sort of good, being easiest to embrace their evil hearts. The ones that live longer tend not to be chaotic, but rather neutral, or even lawful to the point of following personal guidelines or codes of honor or restraint to better control their naturally chaotic evil urges.
Claws/Bite
If you hit with them, you deal slashing damage equal to 1d4 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.
Undeath
Half Vampires are undead. They do not need sleep, air, or food, and the only drink that sustains them is humanoid blood, at least 16 ounces a day or else they will gain a level of exhaustion. 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 source, such as holy water, as well as to Bludgeoning, Piercing and Slashing damage dealt by silver weapons.
Blood is Life
If a Vampire can get a hold of a willing, paralyzed, charmed, incapacitated, restrained, or grappled living, organic humanoid target and use their Bite attack to drink their blood, the damage is treated as necrotic and they restore the equivalent amount of HP (Up to Maximum HP) as damage dealt (not including added Strength or Dexterity damage) and restores 1 level of exhaustion. Each point, (not including ability modifiers), is equivalent to 4 ounces of blood! Blood cannot be drunken from a dead target or else the Vampire will gain one level of exhaustion. Regular health potions are ineffective to Vampires, but blood taken from living donors may be stored instead, but must be preserved by magic or refrigeration to last longer than 10 minutes.
Blood Rush
When you drain blood with your Blood is Life ability, you may instead take the HP gained as Temp HP experience a surge of vitality. Your speed increases by 10 feet, and you gain advantage on Strength and Dexterity checks and saving throws as well as temporarily gain +1 to your Strength and Dexterity modifiers for 1 minute where the the Temp HP then is removed and equally taken as damage. This ability may only be used once per long rest.
Vampiric Powers
Half Vampires naturally gain spell like abilities over time from their supernatural nature. Charisma is the Spellcasting Ability for a Half Vampire's spells. Spells gained, and when, are listed on the following table:
Half Vampire Level | Half Vampire Spell | Number of Uses |
---|---|---|
Level 4 | Charm Person | +1 use per long per 5 levels gained |
Level 6 | Spider Climb | +1 use per long per 7 levels gained |
Level 8 | Gaseous Form | +1 use per long per 9 levels gained |
Level 10 | Shapechange(Tiny Bat or Medium Mist Cloud) | +1 use per long rest |
Forbiddance
Half Vampires can't enter a residence without an invitation from one of the occupants.
Running Water
A Half Vampires flesh is torn apart in the presence of water, they take 1d10 acid damage when they end your turn in running water.
Stake to the Heart
If a piercing weapon made of wood is driven into your heart while incapacitated, you become paralyzed until the stake is removed. You also lose half of your max HP that may only be restored from drinking blood
Sunlight Hypersensitivity
Half Vampires sear and burn in the light of the sun, their flesh immolating. If they end their turn in direct sunlight, they take 1d10 radiant damage. they also have disadvantage on any attack rolls and ability checks when in direct sunlight.
Man in the Mirror
Half Vampires cast no reflection in surfaces coated or lined with silver, such as old mirrors that were lined with silver behind the glass.
Eternal Rest
Half Vampires may only rest in coffinic structures or while buried in grave dirt.
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