Homebrew WWDITS Vampire Species Details

Shapechanger: If the vampire isn't in sun light or running water, it can use its action to Polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. Bat

While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its Statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.

While in mist form, the vampire can't take any Actions, speak, or manipulate Objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a Hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution Saving Throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight. 

Misty Escape: When it drops to 0 Hit Points outside its Resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of Falling Unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.

While it has 0 Hit Points in mist form, it can't revert to its vampire form, and it must reach its Resting place within 2 hours or be destroyed. Once in its Resting place, it reverts to its vampire form. It is then Paralyzed until it regains at least 1 hit point. After spending 1 hour in its Resting place with 0 Hit Points, it regains 1 hit point.

Regeneration: The vampire regains 10 Hit Points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from Holy Water, this trait doesn't function at the start of the vampire's next turn.

Sense: [Tooltip Not Found]

Spider Climb: The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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.

Harmed by Holy Water, Silver, Garlic and Salt: 2d6 radiant damage to a vampire upon contact.

Holy Ground: The vampires takes 10 radiant damage per round that they are on holy ground.

Repelled by Holy Symbols: Gain the Frightened condition till the end of the vampire’s next turn upon being presented with a holy symbol (having a holy symbol presented at the vampire, within 15ft or less). Even the most basic shape counts, like crossed fingers.

Stake to the Heart: If a vampire takes a critical hit from a wooden stake the vampire is killed as the stake is driven into their heart.

Sunlight Hypersensitivity: The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on Attack rolls and Ability Checks.

Homeland Soil: Laszlo cannot long rest or regain his vampiric powers without sleeping within close proximity to soil from his place of birth.

Bite: (Bat or Vampire Form Only). Melee Weapon Attack, Unarmed Strike d6+str piercing damage, +3d6 necrotic.

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 amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.

WWDITS Vampire Traits

Vampire

Ability Score Increase

Your Strength, Dexterity and Constitution increase by 2.

Immortal

Immortality: Vampires do not age past the point from when they were turned and are thus unable to die from old age.

Vampires do not need to sleep, breath, eat or drink food apart from blood.

Size

Humans and consequently vampires vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Vampire Immunities

Immunity:  nonmagical bludgeoning, piercing and slashing damage.

Darkvision

You can see in darkness (shades of gray) up to 120 ft.

Homeland Soil Requirement

Homeland Soil: The vampire cannot rest or retain their vampiric powers without sleeping within close proximity to soil from their place of birth.

Vampire Bite

Bite. (Bat or Vampire Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 8 (1d6 + 5) piercing damage plus 10 (3d6) necrotic damage. 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 amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.

Speed

Your base walking speed is 30 feet.

Your climbing and flying speed is 30ft.