Homebrew Vampire Species Details

Powerful hunters who stalk the night in search of blood with which to prolong their unlife. The statistics for the Vampires presented in the Monster Manual make for a frightening villain who can come back to haunt the players long after they're thought to have been defeated. Sometimes, however, Vampirism has a place in a different kind of story. Perhaps the need for blood is used as a metaphor for addiction, or the need to hide your true nature from your community for your own safety can be a potent way to look at what it's like to live under prejudice. Perhaps you have a player who just really likes Vampires. Whatever the reason, the Monster Manual statistics are far too powerful to put in the hands of players. But those statistics are intended to represent Vampires who have been around for a while, who have an established lair and occasionally spread the condition around, and sometimes their progeny, for whatever reason, aren't bound to their sires. Whether you call them fledglings, neonates or spawn, these newly-turned Vampires are far more suitable for player characters.

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.

Alignment

While most vampires find themselves slowly drifting toward Evil alignments out of necessity, a vampire who feeds in an ethical manner (such as only feeding from willing donors or in self-defense) can remain Neutral, and some even manage to stay Good-aligned. As a result, Vampire player characters may be of any alignment.

Vampire Traits

Vampires have the following traits.

Ability Score Increase

Your Charisma score increases by 2, and either your Strength or Dexterity score (your choice) increases by 1.

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

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 source, as well as to Bludgeoning, Piercing and Slashing damage dealt by silver weapons.

Thirst for Blood

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 1d6 Piercing damage, has the Finesse property, and counts as a magical weapon. The target's maximum hitpoints are reduced by an amount equal to the 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 hitpoints (up to her maximum) that the opponent lost 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 Thirst for Blood. Each successful use of the Vampire's bite attack against a willing, incapacitated or restrained humanoid removes 1 level of Exhaustion caused by Thirst for Blood.

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.

Vampire Weaknesses

Forbiddance - Vampires cannot enter a residence without an invitation from one of its occupants.

Harmed by Running Water - Every time the Vampire ends her turn in running water, she takes Acid damage equal to her character level.

Stake to the Heart - If a piercing weapon made of 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 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 Hypersensitivity - Every time the Vampire starts her turn in sunlight, she takes Radiant damage equal to half her character level (round down, minimum 1). She also has disadvantage on attack rolls and ability checks in sunlight.

Past Life

Choose any one humanoid race (and subrace/variant, if applicable) that is available to player characters. Plenty can be found in Chapter 2 of the Player's Handbook. This is the race your Vampire character was before she died, and the race she'll return to being if she's ever destroyed and subjected to resurrection magic.

You gain the Languages trait of the race you chose, but that is all that's left to you of the living world, in the wake of the changes wrought by vampiric undeath. You don't stack racial traits or ability scores, with a single exception -- if you were a member of a Small race in life, such as a Halfling, your Size is still Small. Vampirism doesn't induce growth spurts!

If a Vampire is ever resurrected, she loses all Vampire racial traits, including her ability score adjustment, and gains all the racial traits and ability score adjustments of the race she chose for her Past Life.

Previous Versions

Name Date Modified Views Adds Version Actions
3/20/2019 12:22:52 AM
43840
407
1
Coming Soon

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes