Homebrew Half Vampire Species Details

A humanoid cursed (or blessed?) with the traits of a vampire.  Created when a vampire's feeding is interrupted, the state of undeath has not been completely tranferred.  However, the many powers of the vampire have not entirely been given either.  Although physically similar, the appearance of a half vampire is not necessarily enough for them to be shunned from society, but display characteristic many would consider ill looking.

Half Vampire Traits

A half humanoid, half vampire hybrid that gains some powers of the vampire, while negating some their many weaknesses as well.

Ability Score Increase

DEX is increased by +2 and CHA is increased by +1

Creature of the Night

+2 Perception, +3 Stealth

Darkvision

You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light.  Your superior vampire sight allows for full discernment of color.

Sunlight Sensitivity

You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Misty Escape

When it drops to 0 hit points, the half 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 cannot transform, it falls unconsious.  While in mist form, the half 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.  The half vampire makes death rolls as normal and will die as normal.  After three turns, the half vampire reverts to it's solid state and remains unconscious.

Unearthly Presence

At 3rd level, you can cast Charm Person at the 2nd level once per long rest with this trait.  At 5th level you can cast Darkness once per long rest with this trait.

Night Creature Affinity

You gain the service of a bat.  Appearing in an unoccupied space within range, the bat has the statistics of the such.

Your bat acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. The bat can’t attack, but it can take other actions as normal.

When the bat drops to 0 hit points, it dies. It reappears after you use this trait again.

While your bat is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your bat’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the bat has. During this time, you are deaf and blind with regard to your own senses.

As an action, you can temporarily dismiss your bat. It leaves your command unless currently in battle. As an action, you can cause it to reappear in any unoccupied space within 30 feet of you.

You can’t have more than one bat at a time.

Finally, when you cast a spell with a range of touch, your bat can deliver the spell as if it had cast the spell. Your bat must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

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