Homebrew Akashic Archive: Primal Vampire Species Details
Unholy Union
Primal Vampires are created when a Succubus truly falls in love with a mortal humanoid and forming an unholy union. Because of their bond these beings who are neither dead nor alive are granted immortality, however if one of the two are permanently slain the other will die as well. The Primal Vampire is considered 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.
Day Walker
Primal Vampires do not fear the sun as it does not effect them. Their spawn and thralls, however are still susceptible to sunlight.
Sanguine Sire
Humanoid creature that is bitten by a Primal Vampire and buried in the ground will rise the next dusk as a Vampire Spawn. Vampire Spawn are pawns of the Primal Vampire that turned them, and are completely under the control of their sire. But, if a Vampire Spawn drinks the blood of a Primal Vampire, it will then become a Vampire with their own free will.
The Primal Vampire
Level Bite Attack Features
|
1st |
2d6 |
Bite Attack |
|
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 |
Akashic Archive: Primal Vampire Traits
Primal Vampire TraitsAbility 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.
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 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.
Bite
At 1st level, you can use your sharp fangs to inflict damage. One willing creature, or a creature that is grappled by the Vampire, incapacitated, or restrained. Hit: 2d6+DEX piercing damage plus 2d8 necrotic damage. The amount of bite damage increases as you gain levels. 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. The reduction lasts until the target finishes a long rest. You may use your bonus action to drink their blood dealing 1d12 damage. This also satisfies your need for blood. A humanoid slain after being bitten, and then buried in the ground will rise the following night as a Vampire Spawn.
Healing Blood
Starting at 5th level, your immortal nature is embedded in your blood, making your Vampire blood able to heal any living creature by 1d20+CON.
Blood Manipulation
When you reach 7th level, 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. This action deals 1d12 damage. The construct becomes liquid if the target dies.
Creatures of the Night
Beginning at 9th level, your relation to dark creatures gives you power over weaker creatures of the night. As an action you can call 2d4 swarms of Bats or Rats at night time, or 3d6 wolves if outside. The creatures arrive in 1d4 rounds and obey your spoken commands.
Legendary Resistance
When you reach 12th level, because you are king of the night, if a you fail a saving throw, you can choose to succeed instead. 3/day
Mutli-Attack
At 15th level, the deadly and frightening reputation that proceeds you gives you the ability to make two attacks, only one of which can be a bite attack.
Flight
At 19th level, you gain the ability to Fly. No creature is safe anymore. Your Flying speed is 60 feet.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
5/10/2021 10:22:36 PM
|
23
|
8
|
1
|
Coming Soon
|
|
|
11/9/2022 12:00:20 PM
|
77
|
6
|
--
|
Coming Soon
|
Comments