Homebrew Mind Drinker Vampire Species Details
When vampires join House Dimir, they can learn to siphon mental energy and memories along with the blood of their victims. They also study the magic favored by Dimir mind mages, giving them a powerful combination of abilities ideal for espionage and infiltration.
Szadek’s Heirs. The founder of House Dimir, Szadek, was the first of the so-called mind drinkers. His secrets are passed on only to other members of his guild, and mind drinkers who leave House Dimir become enemies of the guild — the only exceptions to a rule that prohibits mind drinkers from feeding on others of their kind.
Cell Leaders. Thanks to their particular gifts, mind drinkers are often placed as leaders of small cells of covert Dimir operatives. They rarely trust their own agents, though, and often follow their cell members to make sure those members carry out missions as ordered. The most suspicious vampires might even siphon thoughts from their subordinates to detect any hint of betrayal.
Mind Drinker Vampire Traits
Your mind drinker character has the following traits.Ability Score Increase
Your Charisma score increases by 2, and your Wisdom score increases by 1.
Age
Mind drinker vampires don’t mature and age in the same way that other races do.
Alignment
Mind drinker vampires might not have an innate tendency toward evil, but many of them end up there.
Size
Mind drinker vampires are the same size and build as humans. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Darkvision
Thanks to your heritage, 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.
Vampiric Resistance
You have resistance to necrotic damage.
Languages
You can speak, read, and write Common and one extra language of your choice.
Shadow Stealth
While in dim light or darkness, you can take the Hide action as a bonus action.
Mind Siphon
You target a creature you can see within 30 feet of you. The target must make an Intelligence saving throw, with disadvantage if you have previously consumed the target’s blood. On a failed save, the target takes 2d6 psychic damage, and you discern the target’s surface emotions and thoughts. On a successful save, the target takes half as much damage, and you discern the target’s general emotional state but not its thoughts.
Charisma is your spellcasting ability for this spell. This spell's damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6). After you use this trait, you can’t use it again until you finish a short or long rest.
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