Homebrew Fell Vampire Species Details
While many vampires can masquerade under the guise of their lost humanity, the horrific miens of Fell Vampires reveal clearly the unholy evil of what they have become. Their bodies are corpse-like, twisted and monstrous.
They share many traits with traditional vampires, with a few distinctions:
- While dormant during they day, they are not bound to a particular place or coffin.
- Perhaps to compensate for their horrific appearances, their bite has an entrancing effect that can render victims insensate.
- They do not suffer from contact with water.
- They can be warded off or damaged by certain alchemical reagents.
- They are dangerously strong.
Fell Vampire Traits
Your Fell Vampire character has certain traits deriving from your undead state.Ability Score Increase
Your Strength score increases by 3.
Age
Vampires are immortal and can be any age.
Size
Vampires can range in height and weight like most humanoids would, though they are normally lighter then they appear. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Darkvision
You have superior vision in dark and dim conditions. You 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.
Undead
Your creature type is considered to be both humanoid and undead.
Ghoulish Form
Death has marked your body, making you monstrous and corpse-like. You cannot masquerade as human. Depending on the target, you may automatically suffer up to a -6 penalty to any social roll apart from Intimidate.
Unholy Body
You are resistant to necrotic damage and vulnerable to radiant damage. You are immune to diseases. Healing potions deal poison damage to you equal to the amount that was meant to heal. Cure spells damage you as if they were inflict spells. To heal you must either drink blood, spend hit dice, or finish a long rest.
Unholy Strength
Monstrous strength animates your body, unconstrainted by the limits of living flesh. You are naturally proficient in Athletics.
Blood Drinker
You do not need to eat or breathe, but must drink blood to survive. If you go for longer then seven days without drinking at least one ration of blood, at the midnight of the third day and every midnight on days thereafter, you suffer one level of exhaustion, which can only be removed by drinking a ration of blood. After consuming one ration of blood, you recover all levels of exhaustion caused by this trait. 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 feral with hunger. 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. Glutting yourself on blood can stave off the need to feed at a rate of one extra day per flask of blood to a limit of thirteen days.
Each ration of blood heals you for 1d4 + 1 hit points while a pint will heal you for 2d4 + 2 hit points. Healing using blood resets the vampire's body to the state when it died, and can be used to erase scars and regenerate missing limbs.
Claws
As a vampire you have a set of claws, your claws are natural weapons, which you can use to make unarmed strikes. You may use your Strength or Dexterity modifier for your attack and damage rolls with your claws. If you hit with them, you deal 1d4 slashing damage instead of the bludgeoning damage normal for an unarmed strike.
Entrancing Bite
You have retractable teeth capable of 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 necrotic damage equal to your Constitution modifier. 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.
Being fed from is an intoxicating experience and your victims can become paralyzed with euphoria, preventing them from escaping. After a successful bite, your victim must make a DC15 Will save. If they fail, they have disadvantage on any check made to escape you for 1d4 rounds, such as contested Grapple checks or Escape Artist attempts, due to disorientation and instinctive reluctance to end the experience.
Vampire Weaknesses
Daytime Dormancy. You fall Unconscious when the sun rises and remain so until nightfall. You can attempt to stay awake for one hour by making a DC15 Constitution Saving Throw. If you are attacked while Unconscious you may automatically make this saving throw to attempt to wake up. If you manage to remain conscious you act as if suffering from level 3 Exhaustion (this Exhaustion does not stack with level accured from lack of blood--just use whichever level is higher). For every additional hour you attempt to remain conscious you must make an additional Consitution saving throw at +2 difficulty for every hour you have been awake.
Sunlight Hypersensitivity. You sear and burn in the light of the sun. 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.
Stake to the Heart. If a piercing weapon made of wood is driven into your heart you are destroyed.
Forbiddance. You can't enter a residence without an invitation from one of the occupants.
Natural Wards. Garlic and Wolfsbane are dangerous to you. Approaching or attacking someone holding one of these plants requires a DC15 Wisdom save. Someone holding the plant can make a Touch Attack against you which, if successful, will Poison you for 1d4 rounds. If you are touched by these plants three times in one night, you must make a DC17 Constitution save or immediately begin suffering from the Blood Fever disease, skipping the incubation period. This version of Blood Fever is not communicable.