Homebrew Blood of the Vampyr Species Details

Deep in the Borovian Mountains, inside the ancient Amber Temple, the Dark Diety Vampyr resides, waiting to bestow it's dark gifts to a chosen. Upon accepting the terms, the recipient is bestowed the Dark Power of a Pure Vampyr.  You've taken a pact with the Dark Deity Vampyr, been bestowed the dark powers of the Vampyr, and have now become something more...

Blood of the Vampyr Traits

Dark Powers

Cursed

Your eyes bear a special pattern of your choosing, they are now a dark crimson, and the whites of your eyes become black or the same color as your eyes.

Legendary Resistance

If the vampire fails a saving throw, it can choose to succeed instead.

Sacrifice

You only gain the benefits of a long rest by drinking humanoid blood

Vampyr Bite

You gain the ability to bite with your fangs as an attack, and empower them with Vampyr’s strength. It counts as a simple melee weapon with which you are proficient. You make an attack against one creature that is grappled, restrained, or incapacitated. Use your proficiency bonus + your constitution modifier, on a hit 3d6 necrotic damage + your constitution modifier. You heal for half the damage dealt. 

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.

 

Vampiric Nature

The creature is now considered undead (Keep in mind this also means most conventional ways of healing will not benefit you.), they gain resistance to necrotic damage. You no longer age.

Spider Climb

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

Deathless Nature

You don’t need to breathe.

Darkvision

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 discern colors in that darkness as shades of gray.

Ability Score Increases

When determining your ability scores, you increase one of those scores by 2 and increase a different score by 1, or you increase three different scores by 1. You follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.

Your class’s “Quick Build” section offers suggestions on which scores to increase. You’re free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.

If you are replacing your race with a lineage, replace any Ability Score Increase you previously had with these.

Forbiddance

The vampire can't enter a residence without an invitation from one of the occupants.

Running Water Burns

The vampire takes 20 acid damage if it ends its turn in running water.

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. (Can be prevented with shade, such as a really big hat, or covering your entire skin. Some vampires overcome this through magical  means.)

Stake to the Heart

If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.

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