Homebrew Vampire (Add-on or Standalone) Species Details

"The vampire was real. It was only that his true story had never been told."

    — Richard Matheson

 

 Lurking amongst the deepest shadows, roaming the night with finesse and mastery,  the Vampire exudes the power of Darkness itself. With control of their fellow Creatures of the Night, any who dare cross these malicious malcontents should count themselves lucky to survive with scars. For as many as the Vampire has slaughtered, the number of survivors does not often increase. A creature often associated with pure evil, one thing about the Vampire can be confirmed; Just because the sun denies them, does not mean they cower from it.

 

Unbeating Heart, Unfeeling Soul

 As with most undead, the heart of a Vampire beats for nothing but it's next meal. With skin as cold as the darkest winter, eyes as piercing as the sharpest blade, and presence as thick as the strongest metal, these unfeeling entities are unburdened by most emotions or "feelings," instead having such things replaced with logic and, often times, an unexplainable hate. With a mind void of happiness and the memories of what came before, the mind of a Vampire is filled with probability, calculations, or in the case of the more "feral" variant, their next victim. 

 When most people describe the animosity of these Human Hunters, their interpretation is seldom ambiguous. Most would describe them as uncaring and less than merciful, but could this not be said for any being? To be forced to feed on the blood and flesh of the living, the fear of dying once again ever present, would you not do your best to force down the negative fervor you felt towards killing those you once roamed with? Tales of Vampires often leads those who hear them to conjure up images of snarling beasts with humanoid features, with touch so cold and evil that it sets the skin of the living it touches on edge and causes pain with it's grasp. While most of these undead fiends have chosen the path of utter chaos and evil, there are those who have not taken such a primal path. There are Vampires who prefer the subtleties of their mortal life, going about their days much as they did before. Some use their newfound immortality to amass wealth of different kinds, some in gold, some in knowledge, some even raising themselves to positions of significant importance over their long years in the Moonlight. Some choose the path more Lawful, wielding the knowledge that there is a balance that must be maintained, or the societies of mortals AND immortals will crumble. There are even those who do not wish harm upon their once kin, seeking to sate their hunger in a fashion..... similar to when they were breathing beings. These often times disgraced Vampires feast upon the animals in nature, satisfying their hunger just enough to survive. A path few commit to, Vampires find it nearly impossible to swallow the less than gratifying taste of an animals life essence, at least for the first few months or so. It is even harder to follow this route if they choose to give into their bodies want and gorge themselves on the blood of a humanoid.
   Between these two opposing sides, the "emotions" each of them feel is vastly different. Those who engage in the consumption of their ex-kin, as one would expect, are often the colder of the two groups. They are stronger by all accounts, physically and mentally, and tend to gravitate towards the more populated regions, the bustle of cities commonly finding themselves with mysterious nobles who all possess quite a bit of influence. This allows these preternaturally cunning creatures to go on committing borderline cannibalism and continue to be safe behind their political walls. On the opposite end of the spectrum, amongst the supernatural hunters, we tend to find a softer side to our "heartless" killers. While still possessing a strength few could match, Vampires who choose to hunt what nature provides are equally as cold towards the living, but this coldness is due to their fear of harming their "lessers." Still finding themselves in cities, some even attempting the titles of Folk Hero and friend to the helpless, an equal amount wonder away from major pools of civilization, and instead join their prey in nature. 
 
 No matter which way a Vampire swings, no matter how hard they may try to live their old lives, an unbeating heart and unfeeling soul make for poor decision making in the long run.

 Born of Blood, Created by Carnage

 The creation of a Vampire is not something to be taken lightly. A process that defies the very gods, and one that requires an already dead creature and the blood of the Vampire themselves. The Vampire must sacrifice some of its own stolen life essence, return the creature to the place of its death, then wait for the next sunset, whereupon the being gifted with the blood of the Vampire is "resurrected" as a Newblood Vampire. With an impossible hunger that seemingly cannot be satisfied, most succumb to the impossible pangs and gorge themselves on the living, often times more than what is necessary to survive. 
 While creating another Vampire may seem like a power any who follow that path can accomplish, the creator must possess the knowledge that turned them. Knowledge of unlife, and how to manipulate it. A Vampire who does not understand this concept risks the creation of a Revenant, as the soul is not bound to the enchantment that initially brings the creature back as a Vampire. 

Vampiric Names

While some Vampires kept their names from their previous life, others chose to take one or several names over their immortal "lives." 

Vampiric Names: Dimitri, Strix, Xenia, Silas, Bella, Nyx, Diamond, Crystalia, Carlile, Marina, Viktor, Solomon, Hesperia, Adeline, Adelais, Adra, Adrian. 

Vampiric Last Names: Andreas, Amberflaw, Albion, Ambrose, Adalhard, Beaulieu, Benedictus, Blanchard, Beckett, Browne, Grimald, Merek, Olbrecht, Pythias, Rolfe. 

Vampire (Add-on or Standalone) Traits

Often times the leadership of Undead Hordes, the Vampire is not in command simply because of its intelligence. Their abilities boast prowess in almost any setting they find themselves in.

Claws

 Much as a lion uses claw and fang to expose the innards of it's mark, a Vampire uses its ability to rapidly regenerate to extend their sharpened nails and claw its way into the flesh of their prey. Whether as a fear tactic or simply as weapons, one should do their very best to avoid close confrontation with these already crafty creatures. Each swipe from these unnaturally long "talons" deals 1d6+Dexterity modifier slashing damage, and at 5th level the claws count as magical weapons for the purpose of overcoming resistances. 

Vampire Weaknesses

Stake to the Heart- If a piercing weapon made of wood is driven into the Vampire's heart, the Vampire becomes paralyzed until the weapon is removed. At 10th level, the Vampire gains the ability to make a DC 20 CON. save and not become paralyzed, instead taking double what the weapon would do.

Forbiddance- The Vampire can't enter a Residence without an invitation from one of the occupants.

Harmed By Running Water- The Vampire takes 20 acid damage if it ends its turn in running water.

Sunlight Hypersensitivity- If the Vampire ends or starts its turn in direct sunlight, the Vampire takes 20 radiant damage. Also while in sunlight, it has disadvantage on Attack rolls and Ability Checks. The radiant damage can be nullified by a cloak, natural coverings such as trees, or other things that provide a shaded affect. At 15th level, for 1 hour in direct sunlight, ignore the effects of this ability.

Unholy Lineage- The Vampire must make a WIS. (DC determined by DM) saving throw to enter any consecrated area. If there is a holy symbol within site of the Vampire, they cannot move closer to the symbol and are compelled to keep as far away as safely possible.

Vampiric Feats. These Feats may be taken with the permission of your DM, and in replacement of an Ability Score Improvement, or other feats.

Creatures of the Night (Prerequisite, 8th level.) Beginning at 8th level, gain the ability to summon 1d4 swarm of bats or rats as an action. The creatures take 1d4 rounds to arrive, and obey your telepathic commands. The swarm acts on your  turn, obeying the last command you gave, and you must use your bonus action to give a new command. These swarms remain for 10 minutes, or until they are dropped to 0 hit points. At 16th level,  instead of summoning a swarm of bats or rats, may instead choose to summon a 1d6 pack of wolves. The wolves arrive at the beginning of your next turn, and obey the same rules as the swarm. 

Blood of my Blood (Prerequisite, 8th level.) Learning to manipulate one's body to not only provide extra weaponry, but also the manipulation of ones blood, has allowed the Vampire to heal or even resurrect whomever the Vampire provides with its blood

  • Whenever you take this feat, increase Constitution by 2, to a maximum of 20.
  • This feat grants the ability to heal others using the Vampires own stolen life essence. The Vampire suffers 6 (2d6) necrotic damage that cannot be reduced in any way, and ignores resistances or immunity, and heals the target the amount of necrotic damage dealt. This feature can be used a number of times equal to their proficiency modifier, then recharges on a long rest. 
  • If using this feature on an already dead creature, the Vampire may choose to suffer an extra 6 (2d6) necrotic damage on top of the initial necrotic damage to bring the target back from the afterlife, raising them as a Newblood Vampire. 

Exultant One. With newfound supernatural abilities, the Vampire is not always limited to the earth. There are those who have attained the gift of flight, furthering their prowess over men.

  •  Gain a flying speed of 60 feet for 1 hour per long rest. This flight takes the form of a partial mist, with the Vampires upper half remaining corporal while the lower half becomes a shadowy mist. 
  • Also gain the ability to Polymorph into a bat. While in bat form, the Vampire cannot speak and gains the statistics of the bat. This form lasts 1 hour, until the Vampire drops concentration, or until the bat is dropped to 0 hit points. 

Supernatural Charm. The Vampire has held plenty of positions in many civilizations, their way with words increasing with each one. While all Vampires are charismatic, some have learned to manipulate key words to magically charm their prey.

  • Whenever you take this feat, Charisma increases by 2, to a maximum of 20.
  • As an action, attempt to charm one target within 30ft. of the Vampire. The target makes a WIS. (DC 8+Proficiency+Charisma modifier) saving throw. On a failure, the target is charmed by the Vampire, considering them as an extremely close friends and perhaps, as a lover. The target attempts to carry out, to the best of their ability, any task given to them by the Vampire. This effect lasts for 1 hour. If the target succeeds the saving throw, unable to be charmed by this feature for the next week.
  • All Charisma based checks have advantage against the target for the duration of the Charm, and the target is applicable to the draining effect of the "Vampire's Kiss."
  • This feature can be used a number of times equal to their proficiency modifier, and recharges on a long rest. 

Mortal Heart

A creature needing the blood of other to survive, the Vampire is acutely aware as to the state of its targets organs. Specifically, the heart, the organ that beats when nervous or scared. Often times a dead give away as to the true nature of its owner, the Vampire is no stranger as to what makes this essential life giver "tick." The Vampire has advantage on Wisdom (Insight) checks.

Languages

The Vampire knows Vampire (If it exists in your world), and one other language of your choice. If the Vampire language does not exist, instead choose two languages of your choice, one of which must be Exotic.

Blood Starved

For every week the Vampire goes without feeding, gain a point of Blood Starved. A total of 3 points may be taken, before the Vampire MUST feed. If the Vampire continues to ignore their hunger pangs, they must make a DC 25 CON. saving throw, followed by a DC 25 WIS. saving throw, should you fail the CON. saving throw. Failing the CON. saving throw causes the Vampire to take 20 points of force damage for every hour they continue denying their thirst. If they fail their WIS. saving throw, they must seek out the nearest living humanoid and do their best to drain all life from the target. After consuming the life essence of two humanoids completely, all points of Blood Starved disappear. Certain abilities may be "unlocked" for each point taken. These abilities may be used 2 times per short or long rest. 

Blood Starved (3 points)----

  • 1 point: Gain the ability to sense the life essence of living creatures within 30ft., while suffering disadvantage to all Wisdom (Perception) checks, as well as disadvantage to all Intelligence (Investigation) checks. Also, as a reaction in combat, you may make an Intimidation check. If successful, the target must choose a new person to attack. This feature may be used 2 times, and recharges after a short or long rest. 
  • 2 points: Gain the ability to add half your level (rounded down) in Necrotic damage to any attack, while suffering a -5 penalty to your next attack roll, and the next 2 attacks against you gain +5. This feature may be used 2 times, and recharges after a short or long rest. Disadvantage on all Charisma (Deception) checks.
  • 3 points: Your "Vampire's Kiss" and "Claw" attack(s) gain advantage and a +3 to attack and damage, but suffer disadvantage on all Charisma based checks, and automatically fail Charisma (Deception) checks to hide Vampiric Nature. Also, gain the ability to deal an extra 1d8 Necrotic damage to "Claw attack." This feature may be used 2 times, and recharges after a short or long rest. 

Anytime the Vampire uses a Blood Starved ability, they suffer the damage corresponding to the number of Blood Starved points. 

The Dead Don't Slumber

Equivalent to a long rest, the Vampire only needs half as much time to complete a short or long rest. In this state, should the Vampire be impaled with a wooden piercing weapon, they immediately suffer 35 points of damage and are paralyzed until the weapon is removed. If the attack reduces the Vampire to 0, they immediately turn to mist and must return to their original "resting place," whether that be it's point of rebirth, or the object they chose as their berth. If the Vampire is dropped to 0 hit points in their chosen "resting place," they instead turn to dust and are completely destroyed. Nothing short of a True Resurrection or a Wish spell can bring the Vampire back.

Speed

The Vampires base walking speed is 35 feet.

The Vampire also has the Spider Climb ability.

 

Age

As a being no longer in need of functioning organs, the Vampire may live as long as their paranoia wills. 

Alignment

Often times tending towards an evil alignment, the Vampire is first and foremost a being of law. Almost always leaning towards a lawful alignment, the Vampire understands the law of nature. Those with a strong will survive and thrive to take what is theirs, while the weak wither and become fodder for the chosen. 

Superior Darkvision

Adept at traveling in impossible darkness, the Vampire has adjusted it vision to see what few other can. The Vampires darkvision has a range of 120 feet, instead of 60.

Knowledge of the Past

As Vampires are not created commonly, the ones that do exist tend to have lived long enough to see the rise and fall of at least a few civilizations. The Vampire is proficient in two of the following if being used as a standalone race: Insight, Perception, Persuasion, Stealth, Deception.

If using as an add-on race, instead choose one skill to become proficient in from the same group.

Vulnerabilities, Resistances, and Immunities

 The very heavens quake at the simple existence of the Vampire. Beings who have not only escaped death, but end the living to prolong their own. The gods vengeance may not come in the form of direct Heavenly Intervention, but rather through the radiant light some mortals can harness. Not one to give up their hard bought unlife, the Vampire relishes in its gift to resist the darkness that most who wish to prolong their own lives control, as well as immunity to poisons and disease since they do not possess functioning organs. The Vampire is vulnerable to radiant damage, resistant to necrotic, immune to poison and disease. The Vampire also does not require food or drink, beyond the replenishment of their life essence, and does not breathe. 

Vampires Kiss

 Perhaps the most common and feared ability of the legendary undead, the bite of a Vampire oft holds more than their prey is prepared for. Not only do these natural weapons boast impossible sharpness, the venom expelled by these ivory daggers has the potential to leave their mark in a state of repose. This state makes the target even more vulnerable to the attacks of the Vampire, but none more so than the natural sapping of life essence that every strike has the potential to impose. 

Each attack deals 1d4+Dexterity modifier piercing damage, as well as a number of d8's, each dealing necrotic damage, corresponding to the number of hit dice sacrificed, and the Vampire heals for half the necrotic damage dealt. Initial piercing damage increased to 1d6 at 5th level, and once again to 1d8 at 12th level. Also at 5th level,  the bite gains the ability to cloud the mind of the target, as well as becomes a magical weapon for the purpose of overcoming resistances.

Floating in The Mist
If the Vampire chooses to grapple the target with their action, they may use a bonus action to attack and attempt to cloud the targets mind.The target must succeed a WIS. saving throw (DC 8+Proficiency+Charisma modifier) or become affected as if under the Confusion spell. This effect lasts for 1 minute, or until the target saves from the effect. The target may repeat the save at the end of each of their turns. This ability may be used twice per short rest.

Ability Score Increase (Standalone and Add-on)

(Standalone Increase) Charisma score increases by 2, and Dexterity score increases by 1. 

 (Add-on Increase) Strength score increases by 1, and Constitution score increases by 1. 

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